Peter LaValle

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 - 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.

Stuff I've made (outside of work)

This Site

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)

ElevenHands / Calling All Zombies

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.

Marching Cubes / Tetrahedrons / Height Occlusion Mapping

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;