Development languages include: Java (& SQLite), PHP (& MySQL), C#, Javascript, jQuery, GML (GameMaker Studio), and Unityscript (Unity 3d)


Gaming Irresponsibly began as a birthday wish. The current owner, Josh Knowles, had asked me to help him create a website where he could do simple video game reviews. As such, I began with a wordpress layout and quickly got everything up and running. Over the next year, neither of us had any idea of how big it would become. We slowly expanded into interviews and articles that became wildly popular, and we began to bring in new writers to cover the demand that began to form.

From the very beginning, the site was meant to belong to Josh. We made him the Editor in Chief, and I helped as much as I could to improve the site while building various tools to help keep us running. I made a lot of great connections in the gaming community, even including a large number of developers as well as groups like the ESRB. The more I got involved, the more inspired I became to work on my own programming skills and become like one of the awesome developers we had worked with.

I did eventually cut ties with the development of Gaming Irresponsibly once I felt it could be truly self-sufficient, but not before creating a large tutorial series known as Megabite (which is also the name of the associated Android application). This venture is one of the largest reasons that I have been able to delve into so many different computer arts and remain inspired when things become challenging.

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Revolution Ice Cream Co. is the brainchild of an ex co-worker by the name of Bill Workman. For potlucks and special occasions at work, he would bring in strange ice cream combinations that were unlike anything else on the market.

While the outward web appearance is simple, what I opted to build for Bill was a completely custom content management system with an extremely simplified toolset which could manage a menu, a complete shopping cart utility, special orders, and even customized dynamic combinations of ice creams. To a user, the cart would build any type of order they liked. For Bill, the system would allow him to change anything he liked on-the-fly without any preexisting web knowledge. This was an ideal system for the time, but the site needed a redesign with the announcement of the first storefront opening.

The new design of the site was done with creative input from my wife, and I am proud of the way it looks today. While it is still in the process of a proper standalone mobile version, it does display graphics differently to optimize for phone and tablets so that everything is visible and beautiful.

The shopping cart still exists in code, but it is disabled due to the new business model. With a retail location, there is no more need for delivery options unless things are changed with how the business itself functions.

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Androd Hit List is a concept project that works with basic HTML scraping, completely dynamic display, database driven CSS, and many other features. The simple idea behind it all is a mix of something like Reddit with the specific topic of android applications and games.

This is a backburner project that I have worked on off-and-on for a few months in total. Because of the complex nature of the site, I dont have an anticipated date for when it will be completed as of yet, but I want to make sure everything is polished before it goes completely live.

This is more of a constant work in progress because of the massive undertaking with codework. Normally I take on multiple projects at a time, and as a result the site is updated quite sparingly.

Still, the beta version is quite usable if not a bit on the ugly side for now. The presentation is due to be improved long before the site's official announcement. I look forward to seeing how useful the tool is viewed if it can catch on.

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Stellar was a standalone game for PC/Mac that combined procedural generation with the base-building elements from games like Command and Conquer with the flight and fighting systems from Subspace/Continuum.

While I had a lot of fun developing the game itself, it didn't seem to have the mass appeal that I might have thought it would, and development for the "campaign mode" was scrapped.

The project is now on hiatus while I focus on other areas, but there is a good chance I will eventually go back and finish what I started here once I have access to the professional licence for Unity3d once again. This project was one of the largest scale projects that I've worked on game-wise, and I picked up a ton of great knowledge along the way. Though it may not have made me rich, that was never my intent.

Developers will sometimes say to develop the game that you yourself would love to play. For me, that was Stellar.

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G.I.R-Type was a simple project that started as a side-scrolling demonstration of procedural 2d generation and gameplay that was vaguely similar to R-Type. The concept of the game was certainly not to be anything spectacular, but simply showcase what Unity could do (a few years ago).

Shortly after, I added a few features to help write a tutorial that showed users how to integrate Unity with PHP/MySQL amd allow a web-based high score table. At the same time, a 3-dimensional mode was added as well.

I admit that the game itself isn't the most creative or fun thing out there. I embedded it here so anyone who wants to can give it a shot though.

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