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			Bioshock 2 Multiplayer
			2K, Digital Extremes  Accomplishments:  Various unannounced features  Worked on PC, PS3 and 360   | 
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			Bioshock PS3
			2K, Digital Extremes  Accomplishments:  Implemented PSN Trophies  Low-level API: UI, SaveData, GameData  Miscellaneous porting  Wrote article on PSN Trophies for 2K's dev blog   | 
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			Unannounced "Project A"
			(2007) Pseudo Interactive  Next-gen AAA project Accomplishments:  XBOX 360 development  Gameplay AI programmer  Implemented Goal Oriented Action Planning system  Uses A*-based heuristic search algorithm, in action-space  City simulation, pedestrians  Influence maps (for crowd behaviour)   | 
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			Unannounced "Project B"
			(2007) Pseudo Interactive  Next-gen AAA project Accomplishments:  XBOX 360 development  Game, weapon, power-up logic  implemented the 2 weapons used in prototype  "source" power-up logic  contextual action sequence prompting system  frustum-based target cycling system  auto-aim with lock-on and accuracy  system determines best 3 targets and cycles thru them  "spell" system  anti-gravity, boost, and heal/repair  "falling debris" segment of demo   | 
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			Full Auto 2: Battle Lines
			(2007) Pseudo Interactive  PS3 launch title published by SEGA in North America and Europe Accomplishments:  Game, weapon, power-up logic  PS3 API  UI (system, error messages)  Asynchronous disk access  load/save game and settings system  PS3 stack/heap instrumentation and optimization   | 
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			Drum Machine
			(2008) Rock Band™ Drums on your PC Accomplishments:  All programming, art, and modelling  Direct3D 9  Uses HLSL, shader model 2.0   | 
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			Demo Squad
			(2005)	 Accomplishments:  All programming, art, and modelling by Andrew Rudson  OpenGL  Intelligent AI opponents  Particle system for nice explosions  Bone animation on players   | 
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			Tempo the Frog
			(2002) Steakhouse Games  GameBoy Advance beat-matching rhythm game demo Accomplishments:  Background/parallax scroller code  Portions of the foreground/sprite code   |