
Dungeon 2011
Dungeon is a small HTML5 demo showing dynamic dungeon generation as well as basic rendering using the HTML5 <canvas> tag. There's some good code for dungeon generation and some kind-of-ok code for a few different visibility algorithms.
I'm a twentysomething software developer with a passion for game development.
I love building technologies to enable game developers. I currently work at Microsoft building tools and APIs for game developers on Windows, Windows Phone, and Xbox 360.
When I'm not writing code, I can be found wandering Redmond, taking trips to the local dog park, or hiking one of the many mountains that surround the area.

Dungeon is a small HTML5 demo showing dynamic dungeon generation as well as basic rendering using the HTML5 <canvas> tag. There's some good code for dungeon generation and some kind-of-ok code for a few different visibility algorithms.
An update to XNA GS 4, the Refresh brought support for Windows Phone 7.5 including integration between Silverlight and the XNA Framework rendering APIs, a feature I helped design.
Pixel Man 2 is the game that almost happened. A re-imagining of Pixel Man with 3D graphics, power ups, and more. I lost my focus and energy for the title and never finished it, so I open sourced it for others to learn from.
Pixel Man Zero is a free, ad-supported version of Pixel Man on Windows Phone. Besides just porting the game, I added in Ms. Pixel Man as a character and full save/resume functionality so you can play in little chunks.

I first made flip3 for iOS in 2009 and remade it on Windows Phone when it launched. It's a spin on tic-tac-toe where your forth move causes your first to disappear. It gives the game a bit more strategy and means there's no such things as ties. Plus it looks pretty awesome in the Metro UI theme.
My first product as a Microsoft employee was XNA Game Studio 4.0. XNA Game Studio 4.0 brought a lot of great changes to the framework as well as adding support for Windows Phone. I'm pretty proud to have been a part of this.
Pixel Man was an attempt at making a very retro, minimalized platformer. It barely has graphics and the gameplay is intentionally very simple. However I always did enjoy it.
If you've played a game on Zune HD, odds are I worked on it. I did contracting at Microsoft for nine months during which I worked on a bunch of games for Zune HD. I also wrote a UI framework and game framework for building apps and games.

Bloc was my first real finished game. It's like a mash up of two stick shooters and a color matching game. The controls are a bit hard for most people, but I still like it. Plus Ars Technica said it was awesome.