The Journey

From the Wing Commander era to voice-first adventures, this is a lifelong hobbyist path that never stopped evolving.

1980s-1990s

Inspiration and first engines

Wing Commander and Chris Roberts lit the spark. Early experiments started with MS Game SDK, followed by DirectX and OpenGL.

2000s

The StarQuest era

StarQuest became a massive MMO vision: dynamic scaling, huge player populations, and large-scale fleet encounters across planetary systems.

2007

BlockBuster shipped on Xbox XNA

BlockBuster shipped on Xbox XNA, marking an important milestone: finishing and releasing a playable title.

2009

Adopted Unity3D

I adopted Unity3D as a new game engine platform, opening the door to faster iteration and new project directions.

2010-2016

Pulsar and practical focus

The vision was scaled into Pulsar (multiplayer) and then Pulsar Legacies (single player), with a stronger focus on practical scope and iteration.

2012

Backed Star Citizen

I backed Star Citizen in 2012, which helped reshape my long-term goals for large-scale space game development.

2012

Published an indie networking ebook

I wrote Game Networking for Beginners with Unity3D. It is now outdated, but it remains a useful snapshot of that development era.

Read the archived PDF

2016

Stepped away from Pulsar

Around 2016, I decided to stop active development on Pulsar and focus on following Star Citizen instead.

2019

Starkeys VMFD

Starkeys VMFD focused on empowering communities to create custom tablet control panels.

2026

Enchanted Text Adventure

Enchanted transformed a family idea into an accessibility-first text adventure with ongoing work in voice interaction and narrative design.

Pulsar prototype gameplay view