Sean Barrett: videogame "CV"

What I've done in and around videogames.

Publications / Communications

1994
"Texture Mapping" article in PC Game Programming Encyclopedia (link)
1999
HardCore Technical Seminars introductory talk about texture maps
2001
Game Technology Seminars talks (on curved surfaces and fringe rendering techniques)
2004-2005
Multiple articles for Game Developer Magazine's "Inner Product" column
2008
GDC presentation on virtual texturing (aka SVT aka megatexture), reperformed for the web
2011
The 3D Software Rendering Technology of 1998's Thief: The Dark Project

Source Code

2003
iprof, an interactive gprof-data-style profiler (now abandoned, doesn't support threads)
2006
stb_image.c
2007
stb_vorbis.c
2008
Research source code from virtual texturing demo (see above).
2009
stb_truetype.h

Mainstream Games

1994-1996
Terra Nova: Strike Force Centauri -- rendering, tutorial missions
1996-1998
Thief: The Dark Project -- rendering, brush editor, csg
1994-2000
minor contributions to other LGS projects
2008
Braid -- briefly programmed shader effects, optimizations

Indie Games & Mods

2001
The Weapon -- one-room sci-fi text adventure
Heroes -- pick-a-character fantasy text adventure
2002
Chromatron -- laser puzzle game based on Reflections (which itself was rippped off of Aargon Deluxe)
2002
Indie Game Jam -- co-founder
Indie Game Jam 0 -- core engine
Very Serious RoboDOOM -- Indie Game Jam 0 -- overkill Robotron in 3D
2003
Supermodel Shootout -- Indie Game Jam 1 -- competitive body shadow matching (really need a video)
2004
BootLooter -- Indie Game Jam 2 -- collapsible platformer
2006
Beat It! -- Indie Game Jam 4 -- shoot enemies to make music
2007
Lost in the Static -- idea by Sean Howard
2008
Elf Treetop City -- tiny Dwarf Fortress parody
2009
Succor -- enemies follow paths you took on previous levels
2011
custom map generators for Ace of Spades