Table of Contents
Phil Chu, Technicat LLC #
Las Vegas, Nevada, United States https://technicat.com/
Developing software since the 80s
working for myself @ Technicat LLC #
January 2000 to present
Consulting and contract development, self-publishing apps and games.
June 1988 to June 2001
Journeyed through the semiconductor, defense, space, computer graphics, mobile Internet, and video game industries.
Talk Dim Sum @ Technicat #
developer, publisher from January 2014 to present
Your dim sum companion. Read about dim sum and learn how to pronounce the dishes. Available on Itch.io and the App Store.
app: iOS, Swift, dim sum
developer, publisher, licensee from December 2008 to December 2019
Be the ball! A Unity reimplementation of the classic bowling game, licensed from Hyper Entertainment.
One of MacLife’s Greatest iPhone Apps of 2009
Available on the App Store and Steam
Formerly available on the Amazon Appstore, Nook store, Itch.io, and various crappy app stores (crappstores?)
game: bowling, 3D, Unity
Cinefex iPad Edition @ Cinefex #
developer from April 2016 to present
An iPad reader for the Cinefex visual effects magazine, with extras such as videos and image galleries.
Facilicated transfer from original developer to Cinefex LLC
Fixed in-app-purchase issues
Updated video player after Apple dropped support for previous API
Updated issue download code after Apple dropped support for previous API (notice a trend?)
Optimized startup time and browsing
Updated to comply with ever-changing Apple requirements
app: iOS, magazine, visual effects
Emo-Ray vs. the Intergalactic Teddy Bears @ Heavy Water #
programmer from September 2011 to December 2011
A Playstation Home driving/shooting game with alien invader teddy bears.
Implemented collision physics among cars
Programmer credit displayed in-world
game: Playstation 3, Playstation Home, virtual world
programmer from September 2011 to December 2011
A Playstation Home multiplayer racing game.
- Made some UI fixes just before release
game: Playstation 3, virtual world, racing
programmer from September 2007 to January 2011
A 3D virtual world implemented with CryEngine.
Documented the Lua API and framework for creating minigames on the community wiki (a CryEngine wiki even copied part of it!)
Integrated newer versions of Scaleform, including Scaleform IME for localization
Tweaked CryEngine physics to support an in-world golf game
Attended in-world developer meetings. Better than Zoom.
virtual world: CryEngine, metaverse, Lua, C++
programmer from May 2007 to June 2007
A nifty 3D modeler originally developed at Nichimen Graphics.
- Updated to work on Windows XP.
graphics: 3D, C++
programmer from September 2006 to April 2007
A vampire western for Playstation 2 and Xbox. demo builds.
Worked on HUD elements for health, ammo, special powers
Implemented split-screen (multiple Renderware cameras) for multiplayer
Added PAL support
Integrated Lua scripting for audio effects and HUD elements
Received programmer credit (but oddly required to list city of birth)
game: Renderware, Xbox, Playstation 2, Lua, C++
Fugu Games @ Technicat #
developer from June 2007 to present
Small games released as webplayers, Mac widgets, and mobile apps.
Fugu Maze, a suspense maze walkthrough that got twenty thousand downloads on the App Store in the first week and then a trickle after I started charging for it
Fugu Bowl, a simple proof of concept for HyperBowl that got low ratings but was my most downloaded app (until Apple rejected upgrades).
game: 3D, 2D, Unity, J2ME, C#
Tech Deck: Bare Knuckle Grind @ Visionscape Interactive #
programmer from December 2003 to May 2004
A skateboarding game bundled with Tech Deck figures.
Implemented installers so each game could be packaged separately and installed in any sequence
Added dynamic shadows to replace the placeholder blob shadows (and then switched back to the blog shadows because the art director liked them better)
Set up a push-button scripted build system so the producers could create a latest build from the subversion source at any time
game: Windows, Renderware, C
programmer from January 2001 to June 2001
A 3D attraction bowling game, rolling in fanciful locations.
Added localization support, particularly for Jillian’s installations in Montreal (French)
Implemented support for (potential) new lanes, e.g. a toy room, motocross slope…
Profiled, optimized (those lanes kept getting bigger and bigger)
Fixes for new graphics cards (pesky w-buffer…)
Changes to facilitate arcade and PC versions (I’m there in the mobygames credits)
game: 3D, Windows, arcade, attraction, C++
programmer from December 1999 to July 2001
One of the first mobile web browsers, conforming to WAP standards.
Implemented an HTTP proxy in Java for the Neomar WAP gateway
Launched on Motient’s Blackberry service
Company assets acquired by Good Technology
enterprise: WAP, HTTP, mobile, Java
Leverage for Scheduling @ Interval Logic #
programmer from December 1998 to December 1999
Supply chain scheduling software for semiconductor fabs. Managed the group reponsible for installation, XML interoperability, and user interfaces.
enterprise: Java, XML
Leverage for Planning @ Interval Logic #
programmer from November 1998 to November 1998
Supply chain planning software for semiconductor fabs. Upgraded from Tcl to TclPro.
consultant from September 1997 to September 1997
Successor to N-World
Fixed some graphics code (which I eventually realized was originally written by me)
visited 3D hardware vendors in Silicon Valley (including a young nVidia) to get test cards and discuss OpenGL issues
Used to make Gollum in the Lord of the Rings movies.
graphics: 3D, OpenGL, Windows
programmer from December 1995 to June 1997
A 3D modeling and animation package descended once upon a time from the Symbolics Graphics Group (written in Lisp, shhh!).
Ported from IrisGL to OpenGL on SGI workstations
Ported from Irix to Windows NT
Manager of Core Software (I made up the title)
Used in the making of Mario 3D.
graphics: 3D, OpenGL, Irix, Windows
programmer from December 1992 to December 1993
An expert system for submarine simulation.
Added support for local area network simulations (i.e. games)
Added Distributed Interactive Simulation support for wide-area network simulations (wargames)
Donned a submarine uniform and took part in two exercises like I was in The Hunt for Red October
government: Distributed Interactive Simulation, Lisp, C++
Proposal Entry Processor @ Space Telescope Science Institute #
programmer from November 1990 to May 1992
A syntax-directed Emacs mode used by astronomers and Institute staff to prepare and edit Space Telescope observation proposals.
- A member of the proposal preparation staff asked for my project to be continued after I left (but alas, no takers).
government: space, emacs, Lisp
Database Accelerator @ MIT #
programmer from October 1989 to October 1990
A computer architecture based on content-addressable memories. Implemented compilers and simulators and simulations for the Database Accelerator and Content-Addressable Parallel Processor.
research: VLSI, CAD, Lisp
programmer from May 1988 to September 1989
A VLSI layout synthesis tool, used in-house to design new products, running on TI Explorer Lisp Machines. Added optimizations and other improvements, skipped most of the meetings (also an optimization).
enterprise: VLSI, CAD, Lisp
student from September 1987 to May 1988
Bachelors thesis project implementing an Othello game in Multilisp (Multello) to run on the Concert 32-processor computer, trying various parallelism strategies to compare processor utilization and final performance.
Wrote the thesis in LaTeX on a Symbolics Lisp Machine.
Cited in a PhD thesis.
research: game, parallel processing, Lisp
student from June 1987 to August 1987
title: “Résumé in Markdown (from JSON)” weight: 180 categories: [“career”] tags: [“résumé”,“JSON”] #
Part time student work on a graph display for the the START natural language parser, then running on Symoblics Lisp machines.
research: natural language, Lisp
Published June 2013 by Apress
Introduction to mobile game development with the Unity game engine.
Published January 2015 by self
Collection of software development essays.
September 1991 to May 1993
Masters degree in Computer Science, 3.x GPA
AI, computer graphics, automata, algorithms, compilers, functional programming
September 1984 to May 1988
Bachelors degree in Computer Science and Engineering, 3.x GPA
6.001, 6.002, 6.003, 6.004
September 1981 to May 1984
High school degree in Iowa, 3.x GPA
Native speaker in English
Food in Cantonese
Kdrama phrases in Korean
adoption, cat cafe, lucky cat, samurai cat
Asian-American fiction, graphic design, graphic novels, history, philosophy, scifi, spy stories, technology
kdrama, scifi, MMA
English, Spanish, Chinese, Korean, Japanese
Motown, NPR Podcasts
piano, video games
App Development (Experienced) #
Flutter, J2ME, SwiftUI, Xamarin
Game Development (Experienced) #
CryEngine, Godot, Havok, Qube, Renderware, Ren’py, Scaleform, Unity, Unreal
Graphics (Experienced) #
Direct3D, OpenGL, Processing
Programming (Experienced) #
Writing (Experienced) #
English, books, press releases
Leverage for Planning/Scheduling #
Interval Logic on April 1999
They misspelled my name.
Maritime Simulation Demonstration #
ARPA on October 1993
They misspelled my name, too.
First Hubble Servicing Mission #
Space Telescope Science Institute on December 1993
Includes a patch flown on the first Hubble servicing mission. Best workplace award ever. And they got my name right.
Neomar stock #
Neomar on July 2000
Former client #
I still think you’re a good programmer.
Prospective client #
I’ve got a genius app idea!