My name is Peter LaValle. While "I can program real good" I don't design websites - I do sometimes make amusing scripts that spit them out in an interesting way. I have a CV - you can contact me via my full name at gmail.com - and I'll spellcheck my latest edits for you.
My last job was at On the Metal making BigFest up until the Alpha. I was a tools programmer over the better part of a year. I was successful in retroactively setting up a toolchain that could reproduce the existing art data for multiple platforms while adding new data and assets in a consistent way. Before that, I earned an MSc from Sheffield Hallam University's Game Software Development program. I pursued Marching Cubes (... well ... tetrahedrons) and Height Maps as Parallax Occlusion Mapping with my own toolchain for no real reason beyond enthusiasm. The coursework also covered Direct3D and a complex "vertical prototype" group project which I led using Unity3D. The "push" towards obtaiing an MSc came while working as a Server Engineer (between 2009 and 2012) for Cabal Online's EU service. At the time, this title was being operated through Games Masters through a license with the developer ESTSoft. There were several other MMO titles which I assembled an online infrastructure for, but were ultimately discarded. (As I compose this, Games-Masters is in something of a transitional period. I don't feel informed enough to discuss this) There was some "misc" PHP and VB web development work before then using MySQL and Sage.
Someone I used to work for was overly excited about a mark-down based website. For my own amusement and education, I assembled a static-CMS from Scala and Gradle to produce the site. I'm "quite chuffed" as they say; though I'll be the first to admit that GitHub Pages only works as a hosting solution when the site's content can be shared freely. (... even if Groovy's dynamic typing drives me up the wall)
This was a student project I programmed - there were six of us, and one kid has his arm in a sling due to an "arm wrestling" accident. I started trying to push the project from a managerial role (using Clinton Keith's text as a guide) but stepped down due to time commitments / other-programmer-couldn't cut it. (Check the VCS logs on BitBucket he's off working as a lecturer somewhere now) The game was ... * designed and pitched as an inversion of the twin-stick shooter paradime in the vein of Anomaly: Warzone Earth * drew stylistic inspiration from I MAED A GAM3 W1TH Z0MB1ES!!!1
While the final submission (understandably!) lacked the polish and spark of those two I'd consider the exercise a success. The course goal was to produce a vertical prototype and asses the viability of an idea - the game wasn't fun but it did teach us how to explore the idea.
I've contributed some patches to libGDX and AssImp where I could. I'm aware that this is equivalent to throwing some twigs on another person's bonfire.
This is all managed code. The marching tetrahedrons ran at around 20fps - 30fps on a Nexus 7. Due to the vertex-texture lookups, the Height Occlusion Mapping was never ported off of desktops. (... but I did run it on my home ATI GPU, an exhibition NVidia GPU and whatever-brand-X my lecturer's marking PC had)
Given the relative frailty of the demo-code, and the fact that GLSL compilers seem to be rather twitchy on Windows; I'm reluctant to distribute prebuilt binaries.
For fun I do silly things like;