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- Early contributor who helped with Linux builds and bug fixes.
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- Primary UI programmer, first implementing Awesomium and later CEF.
- Created engine states to give game creators flexibility in running different parts of the engine.
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- The creator of the engine.
- Core systems and network engineering.
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- Team lead of Spectral Robot Task Force, acted as the bridge between the game and the engine.
- Drove engine development from a game programmer's perspective, found many of the early bugs and missing features needed to make a game.
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- Graphics programmer, worked on deferred rendering and lights.
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- Lead developer of Speed, the networking library used in Dash.
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- Early contributor who helped with Linux builds.
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- Lead animation programmer.
- Implemented Assimp for model loading.
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- Graphics programmer, engine producer for Spring 2014.