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Phil Chu
Author
Phil Chu
Making software since the 80s
Table of Contents

Phil Chu, Technicat LLC #

Las Vegas, Nevada, United States https://technicat.com/

profile

technicat @ Github pc @ Mastodon

Developing software since the 80s

Career #

working for myself @ Technicat LLC #

January 2000 to present

Consulting and contract development, self-publishing apps and games.

working for the man @ various #

June 1988 to June 2001

Journeyed through the semiconductor, defense, space, computer graphics, mobile Internet, and video game industries.

Projects #

Talk Dim Sum @ Technicat #

developer, publisher from January 2014 to present

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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

HyperBowl @ Technicat #

developer, publisher, licensee from December 2008 to December 2019

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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

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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

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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

RC Rally @ Heavy Water #

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

Blue Mars @ Avatar Reality #

programmer from September 2007 to January 2011

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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++

Nendo @ Izware #

programmer from May 2007 to June 2007

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A nifty 3D modeler originally developed at Nichimen Graphics.

  • Updated to work on Windows XP.

graphics: 3D, C++

Darkwatch @ High Moon Studios #

programmer from September 2006 to April 2007

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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

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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

HyperBowl @ Hyper Entertainment #

programmer from January 2001 to June 2001

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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++

Neomar @ Neomar #

programmer from December 1999 to July 2001

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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

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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

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Supply chain planning software for semiconductor fabs. Upgraded from Tcl to TclPro.

enterprise: Tcl

Mirai @ Nichimen Graphics #

consultant from September 1997 to September 1997

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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

N-World @ Nichimen Graphics #

programmer from December 1995 to June 1997

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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

ORBIS @ JHU Applied Physics Lab #

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

DROID @ Texas Instruments #

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

Multilisp @ MIT #

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

START @ MIT #

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

Publications #

Learn Unity 2014 for iOS Game Development #

Published June 2013 by Apress

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Introduction to mobile game development with the Unity game engine.

Technicat on Software #

Published January 2015 by self

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Collection of software development essays.

Education #

Johns Hopkins University #

September 1991 to May 1993

Masters degree in Computer Science, 3.x GPA

AI, computer graphics, automata, algorithms, compilers, functional programming

Massachusetts Institute of Technology #

September 1984 to May 1988

Bachelors degree in Computer Science and Engineering, 3.x GPA

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6.001, 6.002, 6.003, 6.004

West Senior High School #

September 1981 to May 1984

High school degree in Iowa, 3.x GPA

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Languages #

Native speaker in English

Food in Cantonese

Kdrama phrases in Korean

Interests #

Cats #

adoption, cat cafe, lucky cat, samurai cat

Reading #

Asian-American fiction, graphic design, graphic novels, history, philosophy, scifi, spy stories, technology

Viewing #

kdrama, scifi, MMA

Learning #

English, Spanish, Chinese, Korean, Japanese

Listening #

Motown, NPR Podcasts

Playing #

piano, video games

Skills #

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) #

6502, BASIC, C, C++, C#, Dart, Java, Javascript, Lisp, Lua, Objective-C, Perl, PHP, Python, Swift, Tcl

Writing (Experienced) #

English, books, press releases

Awards #

Leverage for Planning/Scheduling #

Interval Logic on April 1999

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They misspelled my name.

Maritime Simulation Demonstration #

ARPA on October 1993

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They misspelled my name, too.

First Hubble Servicing Mission #

Space Telescope Science Institute on December 1993

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Includes a patch flown on the first Hubble servicing mission. Best workplace award ever. And they got my name right.

Certificates #

Neomar stock #

Neomar on July 2000

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References #

Former client #

I still think you’re a good programmer.

Prospective client #

I’ve got a genius app idea!