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Currently focused on 3D AI, compact language models, a rapid model prototyping & validation AI SDK, real-time streaming of 3D content rendered in-browser, and robotics.

This page is a work in progress — a live sandbox for advanced browser features. I update it when time allows, using it to showcase my background in graphical systems through interactive, animated elements. Most visuals respond to clicks, revealing alternate views or deeper layers. Offering a hands-on look at the work behind the resume.

Note: These emulated titles are pulled directly from the original CD-ROMs. Clicking one captures your mouse and keyboard—press Esc to release.
TEXT
ART
PROJECTS
 Mindscape (1992-1996)
A top-earning title, ChessMaster 4000 defined Mindscape. As Windows 3.1 rewrote the rules, DOS games were on borrowed time. The new high-res graphics model brought gaming out of the pixelated DOS era. Fresh off engineering Borland’s layout tools, I brought unique insight into Windows internals. I led the UX effort, crafting a skinning library that reimagined every control—menus, buttons, captions—without breaking functionality. We didn’t just build a Windows app—we skinned the entire GUI. That level of customization hasn’t been matched since. Microsoft was not amused. They held it up as a case study in how not to approach UX customization. We took it as a compliment. It behaved just like a native Windows app, just looks a hell of a lot better. Decades later, there’s still nothing more I would add. It’s simply timeless.
Star Wars Chess was born in fire literally the day after we shipped Chessmaster. the president called the project lead and me into his office: the Star Wars Chess team had failed to deliver and was nowhere close. We were given 15 days to create StarWars Chess. UX came together in days, but the real challenge was animation. Most of our time went into creating a custom animation engine to handle very large animation files and sound effects. Animating in Win3.1 was a challenge—we repurposed UI tech meant for buttons and listboxes on, say a spreadsheet, never intended for motion.
Mindscape’s franchise Mavis Beacon Teaches Typing (sold 10,000,000 copies as of 1995), Mindscape decided to create a kids's version. Mavis Beacon for Kids was a resource-driven challenge: playful typing atop a massive animation and sound database, targeting Win3.1 and Intel's 386 class machines with CD-ROM. We adapted the Star Wars Chess engine adding, scene layout, compression, asset management and audio sync. The result: a robust animation platform adopted company wide and licensed externally

Click on the Apple to start then click on the rooms pond or forest and type the letter

aRt&D

3D/Audio Hardware, Firefightering Games in Trouble, Porting Games to Windows 95, 3D Engines
Chromeeffects Internet Explorer 4
After the successful launch of DirectX, a collection of advanced multimedia and high-level 3D technologies were left orphaned. These components were unified under a new initiative called Chromeffects, designed as an in-DOM extension to Internet Explorer 4. Our team was contracted to create demonstration web pages showcasing its capabilities. The video above features those example pages, compiled into a single demo reel.
Engineered low-level DirectX bindings for Microsoft Java, Visual Basic, and .NET via ActiveX. Bridging high-performance multimedia APIs with managed runtimes. Enabled seamless access across language boundaries, and facilitating real-time graphics in Internet Explorer
Developed the DirectX 8 specification for DirectSound and extending the legacy MIDI 1.0 codebase to implement MIDI 2.0. Introduced multi-track audio streaming and multi-track mixing capabilities to DirectSound, enabling more sophisticated and synchronized audio playback
Developed Web Driver 1.0, a 3D engine that allowed the creation of 3D games in a web browser
QubeSoft was a 3D engine company founded by members of the original Rendermorphics team, the creators of the technology that was acquired by Microsoft to become the foundation of Direct3D. Once the golden handcuffs came off, the team regrouped to build a new, next-generation 3D engine from the ground up.

Developed XWeb an HTML renderer, based on Qube3D, forget the DOM’s layout rules. Let’s treat HTML like a scene graph. 3D layout engines get away with more consistent behavior. they lean on transforms and composition, not cascading styles.
Developed eScene - Emergency Situational Awareness System
As CTO at Planet 9 Studios, I developed eScene to host massive 3D cityscapes—10M+ polygons active per view. Delivered real-time situational awareness with 1m accuracy, tracking people and assets against imagery sharp enough to hold up under full zoom.

eScene - Washington DC Database

Dismounted Soilder Tracking - Demonstrations & Trials
In 2003, Planet 9 was invited by the U.S. Army and Boeing to participate in a series of demonstrations and trials aimed at testing radio-based tracking systems for dismounted soldiers operating in urban terrain—both indoors and outdoors. As part of the effort, Planet 9 was tasked with:

🡺 Integrating eScene into the McKenna MOUT command center
🡺 Providing a geo-rectified 3D model of McKenna MOUT with 10cm accuracy, including full building interiors
🡺 Delivering a tracking server and recording system for verification and analysis
🡺 Integrating each radio system’s packets into the tracking server, targeting 30cm positional accuracy
eScene - Measured 1m Target Radius
Zooming in sounds simple—until you try it. At a few meters out, icons become smaller than the soldiers they’re meant to represent, and scaling them leads to absurdities: a waypoint marker the size of a building when zoomed out, or a tracked “dot” that’s somehow smaller than the boots it’s tracking.

The real issue? Human-scale fidelity demands human-scale data. When tracking soldiers at sub-meter precision, abstract icons just don’t cut it. You need full 3D models—pose-aware, context-sensitive, and visually coherent across zoom levels. So yes, we built them. Because once you zoom in far enough, the UI stops being symbolic and starts needing to be literal
eScene - Outdoor Tracking
eScene - Indoor Tracking

Ft. Benning - Mckenna MOUT

The McKenna Military Operations in Urban Terrain (MOUT) site is a purpose-built urban village constructed by Army Engineers for combat training at Fort Benning, Georgia. The facility is fully instrumented with live indoor/outdoor video, comprehensive network coverage, and wired access throughout. McKenna MOUT is primarily used for live, virtual, and experimental testing of soldier systems, weapons, and equipment in real time.

eScene - McKenna Database

Built a highly accurate 3D model database of McKenna MOUT, with full interior layouts for all buildings. Precision was critical, as all tested radios reported positions in meters relative to a known reference point. Since the validation aimed for sub-meter accuracy, the georeferencing of the 3D data had to be better than 10cm. Only the GSM-based radios produced latitude/longitude coordinates.

IB-CSAS

Integrated Battlespace Combat Situational Awarenss System
Test Results
All radios failed to reach deployable status except for the Benefon Cellphone + GPS/GSM Base Station (BTS). While it lacked indoor or through-wall tracking, the system held up well outdoors and around buildings. One could infer if a soldier had entered a building based on the last GPS fix before signal loss. Despite losing GPS, the GSM/SMS/IP connection remained intact, allowing data and text messages to continue transmitting.

The Spread Spectrum Radio System worked through walls and achieved ~30cm accuracy. However, it required an implausible 12 static reference nodes to get a reliable fix, and the calculation time was so slow that soldiers had to walk at a painful snail’s pace between waypoints. This radio was not going to become a combat-ready system anytime soon.

We also experimented with RFID tracking, but it proved ineffective. The interrogator required line-of-sight, severely limiting the system’s utility. Additionally, the short range between tag and interrogator made this technology implausible for combat scenarios at the time.

Several attempts were made to use Wi-Fi for positioning. There was some success when hardware was specifically tailored for the task. However, off-the-shelf Wi-Fi is inherently non-mobile. Specialized devices would need to be manufactured to make it viable as a tracking system. One particularly ambitious attempt came from a math genius who made significant modifications to Loran-C, but tried to measure the speed of light over Wi-Fi using Windows laptops—predictably resulting in position fixes somewhere near the orbit of Mars.

IB-CSAS

KU-BAND => IP
L-BAND => IP
L-BAND => FBCB2-BFT IP/JVMF
SMS => TEXT/BML - (BML: Binary XML)
After Action Review (AAR)
Embedded with 101st & 10th Mountain in pre-deployment readiness tests in realistic battle with simulated combat.  The 10th Mountain had over 1800 troops in it's rotation.  We where embeded and part of exersise  This was as close as one could get to real combat testing of the IB-CSAS system.  If the troops passed, they would imediately deploy to Iraq or Afganistan.

Ft. Campbell - Cassidy MOUT

101st Assualts & Captures Cassidy MOUT in 3 mins
written device drivers
board brings ups tracking server mobile apps

A25

A28

web map
3D map
Mission Planning

The Predator Arm

eRabbit (alpha)