I'm a game designer, computer scientist, architect, engineer, and Professor of Cinematic Arts, based in Santa Monica, CA.
I design interfaces, algorithms, and systems for games, digital shape modeling tools, and virtual cameras. Some of my past projects include FiberMesh (SIGGRAPH 2007), Osmos (Apple Design Award winner 2011), Models of Viewpoint Preference (SIGGRAPH 2012), Pixelation, RigMesh (SIGGRAPH Asia 2012), Exploring Game Space (FDG 2015), AniMesh (SIGGRAPH Asia 2015), Highscores (FDG 2016), and Depth in Games (AAAI 2017). See Google Scholar for a list of published projects.
I'm an Associate Professor of Cinematic Arts in the Interactive Media & Games Division at the USC School of Cinematic Arts, where I teach classes in Game Design, Prototyping, Artificial Intelligence, and Computer Graphics. I am also a member of Hemisphere Games.
To find out more about me, you can read about my opinion on the future of AI, listen to a conversation on Game Design Advance, watch this tek syndicate interview, browse my talks on the GDC vault, or search for my name on the Web. I'm also featured in a TIME video, a PBS Off Book, and have helped out with the annual Independent Games Festival and Indiecade.
"To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection." - Henri Poincaré, Science and Hypothesis, 1905.