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.
From the Wing Commander era to voice-first adventures, this is a lifelong hobbyist path that never stopped evolving.
1980s-1990s
Wing Commander and Chris Roberts lit the spark. Early experiments started with MS Game SDK, followed by DirectX and OpenGL.
2000s
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, marking an important milestone: finishing and releasing a playable title.
2009
I adopted Unity3D as a new game engine platform, opening the door to faster iteration and new project directions.
2010-2016
The vision was scaled into Pulsar (multiplayer) and then Pulsar Legacies (single player), with a stronger focus on practical scope and iteration.
2012
I backed Star Citizen in 2012, which helped reshape my long-term goals for large-scale space game development.
2012
I wrote Game Networking for Beginners with Unity3D. It is now outdated, but it remains a useful snapshot of that development era.
2016
Around 2016, I decided to stop active development on Pulsar and focus on following Star Citizen instead.
2019
Starkeys VMFD focused on empowering communities to create custom tablet control panels.
2026
Enchanted transformed a family idea into an accessibility-first text adventure with ongoing work in voice interaction and narrative design.