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- Product description: Meta Quest Virtual Reality Action-adventure game
- Release Date: November 2025
- Website: Marvel's Deadpool VR
- Product history: Client of ClutchplayGames as a consultant.
- Team: Twisted Pixel Games and ClutchplayGames
- Core Technologies: Unreal 4, c++, blueprints
The target hardware, Meta’s Quest 3, is an amazing piece of engineering. That said it still required a lot of work to fit a full AAA experience into what that hardware could handle.
My role was mostly related to baseline framerate optimization. There was another team on the project doing hitch optimization, so we had to interact frequently to avoid stepping on each other. I was also involved in a few background game systems, like a shared in-game management system for “advertising” screens.
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- Product description: Apple Vision Pro augmented reality interactive experience
- Release Date: May 2024
- Website: What If: An Immersive Story
- Product history: Client of ClutchplayGames as a consultant.
- Team: ILMxLAB and ClutchplayGames
- Core Technologies: Unreal, Xcode, c++, swift
My role was in Mac Unreal engine support. I handled a bunch of upgrade issues while moving from Unreal 4 to 5 on Mac host machines and iPad target devices. My general experience with the Apple developer ecosystem allowed me to ramp up on Swift and provide the team key insights on how Apple approaches development.
Additionally I implemented a rendering path to get movie files playing into a texture for use in the Mixed Reality pipeline.

- Product description 3D pop-a-shot basketball game. Reached #29 on Top Applications across entire App store.
- Release Date Jan 5 2010
- Product Genesis Had previously built a basketball shooting minigame (Flick Basketball) with my theComplex engine. We redid the models and graphics, breaking this component out into it's own title to focus and polish it.
- Team Self, Producer, Artist, QA team.
- Core Technologies C++ game in theComplex engine supporting iPhone OpenGL
- Most Proud Of Integrated a theora video decoder for the backboard to animate short videos triggered by the player's actions, like that seen at arcades. This was on devices that could not yet do any sort of video through standard apple APIs.
- Responsibilities All code except the ball throw itself.
All of the 2d user interfaces were implemented using Interface Builder. theComplex was able to load xib files directly and create OpenGL-based objects with them. This also included support for any aspect ratio screen (as would be needed on Android). Later on I found out the producer was able to create a free advertisement-based version of the game without any need of a coder until it was practically complete.
Backboard and net movement were animations imported from Maya using the Collada importer of theComplex engine.
Added synchronized network play with four other players via GameKit (bluetooth or wifi). It synchronizes the game start, then displays the scores of the other players in real time.
Integrated Plus+ leaderboard system.
Built an in game “store” that you can purchase additional basketballs and prizes. How you did in the game awarded you special points that you redeem in the store.
There was a bit of discussion around the ball throw itself. I had built a method of throwing the ball that worked out the ideal angle/speed to throw the ball, and then averaged all the player input to modify it. The feel was pretty easy, good for casual gamers. However the game Skeeball had recently been released and was a fairly big hit. In that game, only the player’s beginning and end of the swipe mattered, and it was used to make a direct correlation to the velocity and angle of the throw. It was much more difficult in my opinion.
An older (but more exciting!) portfolio page for this project.

- Full Name: Links LS 2000
- Original Developer: Access Software
- Original Publisher: Microsoft
- Original Release Date: 2000
- Port Comissioned by: Green Dragon Creations, Inc.
- Mac Release Date: 2000
- Mac Publisher: MacSoft
Excerpt from Mac version review at Mac News Network…
Links LS 2000 is a revamped Macintosh version of one of the premiere golf games available for Windows, offering gamers one of the most beautiful and realistic golf simulators available for any computer platform. Links LS 2000 features several modes of play scattered across the game's six beautiful courses that have been modeled after their real life counterparts. Every detail, from sand trap location to the green, has been accounted for. Video-captured players, including Arnold Palmer and Fuzzy Zoeller, contribute to the realism of the game, although the static, pixelated crowds do little to complement the life-like players.
I came in on the tail end of the project, and it was a short one for me. This product was based on the earlier version, the original Links LS, that I had helped port. By the time I got involved, all that was needed was bugfixing. With my familiarity with the original code I was able to get things on track pretty quickly. However, this was another reminder of how important unit testing is to compare both platforms together.
