awforsythe.com
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Submission: On April 20 via manual from BG — Scanned from CA
Submission: On April 20 via manual from BG — Scanned from CA
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ALEX FORSYTHE Hi, I'm Alex Forsythe. Here's some stuff I've done. PERSONAL PROJECTS * Unreal Videos - a series of free videos about programming in Unreal Engine. * Rosewood, a.k.a. "Scrabble FPS" - mashup of a multiplayer FPS and a tile-based word game. Incomplete; just a fun diversion to provide fodder for potential tutorials... and an excuse to implement a C library that solves Scrabble boards. COMMERCIAL PROJECTS * Alien: Descent VR (Outlets at Orange, 2018) - UE4 game programming, LBE operations (described below) * Call of Duty: Infinite Warfare (Multiplatform, 2016) - Tools development, CI and build automation, developer support * Benno's Great Race (Ferrari World Abu Dhabi, 2016) - UE4 game programming * Justice League: Battle for Metropolis (Six Flags, 2015) - UE4 game programming, ride system integration, perspective shift * Monkey King (Wanda Wuhan Movie Park, 2014) - UE4 game programming, ride system integration * iYoga Premium (iOS, 2012) - Extensive production pipeline automation for animation, compositing, and rendering * The Amazing Spider-Man (Multiplatform, 2012) - Maya / MotionBuilder tools for animation pipeline * The Black Eyed Peas Experience (Xbox 360, 2011) - In-engine VFX and cinematics work, automation of offline rendering UNRELEASED WORK I've also worked on several cancelled and unannounced projects – how mysterious! Outside of my direct contributions to individual projects, I've also done a good bit of R&D on internal tools. In recent years, my focus has been on backend systems for location-based entertainment: supporting the installation, operation, and maintenance of site-based multiplayer VR games, with tools and services to facilitate: * generating, publishing, and installing game builds * deploying new game builds across multiple Windows and Android devices * remotely launching and monitoring output from running game processes * monitoring and collecting device health metrics * managing game sessions and groups of players * tracking scores and displaying post-game rankings * integration of optical motion capture systems for tracking and IK * 1:1 alignment of tracking space to virtual environment * use of AR markers to inject ground truth into inside-out tracking * “pulsing,” i.e. controlling the flow of overlapping groups of guests through a shared space * integration with third-party haptic controllers * automated control of external hardware: fans, heaters, transducers, motorized doors * testing and iteration in multiple contexts: on-site with full tracking, vs. in-HMD, vs. in-editor; single-player vs. multiplayer * profiling and optimization, including on mobile VR Several years back, in the days long before Live Link, I also worked on some early virtual production tools, including a camera capture system and a framework for streaming real-time animation data from MotionBuilder to UDK. OLD COLLEGE PROJECTS * Vestige - Senior team project (ITGM Studio II); a UDK first-person puzzle game * Shotgun Spartacus - Senior solo project (ITGM Studio I); a UDK single-player FPS level * You Can't Eat Your Cake and Have it Too - Personal project, for the SA GameDev V competition * Pirate Raymond and the Great Fornelius - UDK single-player FPS level with an extremely serious story HOBBIES * Owning a dog * Photographing the dog * Favorite Games: Daggerfall, System Shock 2, Deus Ex, X-COM, Dark Souls