Tim Conkling
273A
SANCHEZ ST
SAN
FRANCISCO, CA 94114
347-229-5178
Commercial Game Development
Miss
Management - Lead Programmer
Miss
Management is a time management game
that tasks players with running an office staffed by neurotic employees. I
worked closely with the gameÕs designers to create a generic, data-driven
system capable of supporting the personalities of the gameÕs various
characters, their interactions, and the level-specific goals that the player
must complete to progress in the game. Miss ManagementÕs narrative is heavily inspired by television sitcoms,
and features both interactive and non-interactive cutscenes. I designed the
cutscene system to be usable by non-programmers; all cutscenes were scripted by
the gameÕs designers.
At the
outset of Miss ManagementÕs production, I began designing and implementing a
reusable, extendable 2D scene graph, which was conspicuously absent from
GamelabÕs tool set. My scene graph implementation is, most importantly, easy to
both use and extend. It adheres to standards already established in the game framework
that GamelabÕs programmers use, and it uses a format that can be described
entirely in both XML and C++. I reimplemented the entire suite of GUI widgets
that the team had been using in games so that non-game UI as well as in-game
objects could be managed with the scene graph. My implementation has since
become a core component of every new C++ game that the company has developed.
Miss
Management was released to excellent
reviews and sales.
Experimental Game for the Nintendo Wii - Prototype / Engine
Programmer (Not
released)
I was
one of a small team of Gamelab programmers and designers that worked on a Wii
game that did not ultimately progress past the prototype stage. I ported Orbital,
the game framework that Gamelab uses for C++ game development, to the Wii, and
worked on a few game mechanics that involved the WiiÕs motion-sensing
controller. The game was a major technical departure for Gamelab, as nobody on
the development team had been involved in console development before. Though
most members of the team, including myself, were dividing our time among
several other production projects, we developed a working prototype in just a
few months.
Shopmania
- Lead Programmer
Shopmania was GamelabÕs first C++ game (previous titles had been
created primarily with Macromedia Director). One of my early tasks as the
companyÕs first C++ programmer was to find a 2D framework that Shopmania and future C++ titles would be developed with. I
evaluated several and settled on Mind Control SoftwareÕs Orbital framework.
Orbital has since become GamelabÕs development platform for all C++ projects.
IÕve been the person at Gamelab responsible for managing the technical
relationship with Mind Control, and many of my bug fixes, enhancements, and
suggestions have been integrated back into the product.
Hobbyist Software Development
Gnomez Engine - Designer and Programmer
Gnomez is a 2D sprite-based game engine for the Mac that I
worked on for several years, beginning in high school and continuing through
college. ItÕs entirely data-driven, and includes a sprite editor and level
builder. The engine is fully scriptable: each game entity is driven by its own
Lua script. An extensible eventing system allows entities to define, create,
and respond to events in order to communicate with the engine and other
entities. All content (art, animations, levels, and Lua script) can be
dynamically reloaded by the engine while a game is in progress, reducing the
time required for asset integration.
Movie of a game in progress (DivX AVI, 1.7 MB)
(This really is my work. I recreated the first level from Super Mario Brothers
3 because I felt it contained good baseline functionality to shoot for.
Everything you see here is driven by scripts run in the hosted Lua
interpreter.)
WindowDragon
- Designer and Programmer
WindowDragon is a ÒhaxieÓ that patches Mac OS X applications as they
are launched, and allows users to drag and resize windows by clicking anywhere
in a windowÕs structure, instead of being limited to just the title bar and
resize handle. I released the first version of WindowDragon for free in
November, 2004. In June, 2006, I released an update (also free) that brought
compatibility to Intel Macs.
WindowDragon
has since become open source, under the BSD license.