Sean Barrett: videogame "CV"
What I've done in and around videogames.
Publications / Communications
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1994
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"Texture Mapping" article in PC Game Programming Encyclopedia (link)
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1999
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HardCore Technical Seminars introductory talk about texture maps
- 2001
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Game Technology Seminars talks (on curved surfaces and fringe rendering techniques)
- 2004-2005
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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
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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