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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