Building niche, outlandish experiences helps me explore what's possible.

JamYourFace2008 – 2010

We built JamYourFace as a toy for iPhone when I was living in Argentina with some friends. It was our second release after Simplenote.

You could cut people from your phone's photos and turn them into animated characters that dance to the beat of different music tracks. A bit like JibJab, you could share your "jams" on Facebook or the web, but instead of rendering as a video, the output was a lightweight, interactive Flash app with keyframe animations.

I wrote the native iOS app and designed the UX. JamYourFace was making money after it shipped, but we retired it to focus on Simplenote. The promo video is still on YouTube.

Last Run2009 – 2010

Working with an artist friend, we built a prototype called Last Run.

We aimed to do for MMO games what Tower Defense did for strategy games: strip away everything except the genre's most raw substance. We had the start of a fun combat experience and a persistence layer for the game world before I stopped to focus on building apps instead.

Duo2008 – 2009

Before Foursquare was a thing, and just before the first Android devices shipped, a couple friends and I were excited to build a location-based app.

We built Duo around the idea of Footprints, which were like check-ins. You could move around a hybrid real/virtual world layered on top of Google Maps and leave Footprints at various places.

Duo was everything. Too much. You had a home, you could build stuff and look through webcams, it was realtime multiplayer with location-based chatting—all on original, pre-release G1 Android devices. Yes, the ones with the physical keyboards. Ugh. I wrote most of our Android and multiplayer code.

Team Rabbit2001 – 2002

I built Team Rabbit with some friends as a mod of a game called Tribes. In Team Rabbit, one team has to keep the flag away from the other, but the flag has a hot potato effect: after several seconds, the person carrying it must try passing it to another teammate, or die.

Everyone has jetpacks and weapons in a large, outdoor environment, and your team scores points based on how fast, cool, and difficult your flag passes are.

I wrote most of the code, designed the game systems, made some of the levels, and led a team of fellow modders. Eventually I sold Team Rabbit 2 to the publisher of Tribes and joined Irrational Games to work on a Tribes sequel and other games.