I'm a game designer, computer scientist, architect, engineer, and Professor of Interactive Media and Games, based in Santa Monica, CA.
I design interfaces, algorithms, and systems for games, digital shape modeling tools, and virtual cameras. My research is based on minimalist principles, and leverages and extends our understanding of how humans perceive shape, motion, and color. 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).
I'm a Visiting Associate Professor of Interactive Media and Games at the USC School of Cinematic Arts, where I teach classes in Game Design, Prototyping, and Game Engine Programming. 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, watch a YouTube feature on my research, browse my talks on the GDC vault, search for my name on the Web, or check out the tabletop games I like. I'm also featured in a TIME video on the DIY of indie gaming, a PBS Off Book on the creativity of indie video games, 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.