A Longish Biography

I started programming Apple II computers in the 7th grade, starting with BASIC and working up to 6502 assembly language. I also liked to play with graphics programs and draw spaceships.

I was fascinated by the low-level machine architecture, and explored the nooks and crannies of the base Apple II machine. I learned how to boot-trace, disassemble, and patch code on the Apple II, studied Beneath Apple DOS, and generally found I liked being close to the metal.

I entered Worcester Polytechnic Institute (WPI) in 1986 for Computer Engineering, with the vague notion of designing a better graphics computer. I also took computer science courses for a break from engineering, picking up fundamental software engineering principles. For my "Major Qualifying Project", I made a TMS34010-based graphics coprocessor board for the IBM-PC. During the course of this project, I realized also that new graphics computers were cheap and easy to come by, and I needed a new focus.

I entered University of Rochester to join the Analog Integrated Circuit Design Research Group. I pursued the study of visual tools for "VLSI Mixed-Signal Integrated Circuit Design." I absorbed a certain amount of academic discipline, but began to realize that I was getting away from making things that were personally fun and exciting--the whole reason, I realized, for being interested in computers in the first place.

I had continued to play with computer art throughout school, working on several game projects. Most notable among these were Dueltris (a shareware Tetris clone for the Apple IIGS) and Star Reach (a game published by Interplay Productions). My artistic abilities were developing rapidly. Would it be possible to create a completely different career path that drew on both my engineering background and artistic interests?

In 1994, I entered the Rochester Institute of Technology Computer Graphics Design program for more formal art instruction. The key was to experience a real art school environment for a "change in perspective".

I received my MFA in Computer Graphics Design from the RIT School of Design in 1995, with a minor in Computer Animation from the Film/Video program. I also received a Chair’s Award for Excellence in Design. I also had the opportunity to be part of the 1994 E.S.P.R.I.T. team, which produced one of the first print/CD-ROM magazines. E.S.P.R.I.T. won a New Media Magazine Invision Silver Award for Student Publications in 1995.

From 1995-1997, I worked at Qualia, Incorporated, a startup game company in the Boston area. My primary responsibilities as "VP of Production" were Game Designer and Project Manager, but I also involved myself with graphics and code. Qualia’s first product was to be Crixa, a 2D-top down shooter originally designed as a trainer for our development team. Crixa was to be published as part of a game publisher/developer's "Arcade line". A later change in corporate strategy, however, resulted in cancellation of the line after 10 months of development. Despite this disapointment, the experience was invaluable.

Although the entire team was invited to join the game publisher's development efforts in California, I moved on to Tiburon Entertainment, a game development studio located near Orlando, Florida. There I worked as "Art Manager" for NCAA Football '99 for Playstation, overseeing a team of 7 talented artists for EA Sports. It was a fabulous opportunity, but I found that I missed the independent small team environment, and I did not feel an affinity for the management track. I left the company on friendly terms after NCAA went gold in late 1998, with the notion of going solo for a while.

I am now back in the Boston area, just a few blocks from where Qualia used to be. I specialize in interactive computer graphics and other digital media, providing personalized production services and application analysis for a variety of clients.


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