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Craig Peebles, Independent Game Programmer
Hi everyone,
My name’s Craig, and I’m an independent Game programmer based in Melbourne, Australia. I am currently working in Aerospace Engineering, but recently decided to pursue my passions of video games and software development, and graduated with an Advanced Diploma in game programming from AIE Melbourne in 2010. Alongside my full-time work, I am also developing titles for iOS, with an interest in Augmented Reality applications. I’m also an active member of the IGDA Melbourne (http://igdamelbourne NULL.org/) committee, and was the primary event organiser for the Melbourne Global Game Jam 2011.
Here’s a collection of videos and pictures from my portfolio. You can navigate to specific pages for each of these projects via the menu above.
Current Projects:
Two unannounced iPhone projects. One is a 2D touch-based arcade game. The other is an Augmented Reality app.
Degradation:
(http://www NULL.youtube NULL.com/watch?v=RroZMpGQvao)
Degradation is a 2D platforming game, created as our final group project at AIE Melbourne. It was completed by a group of 7 programmers and 6 artists with a development time of 3 months. The game was developed for PC using the Emergent Gamebryo engine. I developed the game concept, and acted as Team Leader and Lead Programmer, working on engine and UI programming. The game was submitted (http://www NULL.igf NULL.com/php-bin/entry2011 NULL.php?id=694) to the IGF 2011 Student competition.
Research Assignment – DirectX 10 Geometry Shaders:
This was a personal research project conducted towards the end of second year at AIE, investigating an area of Game development of interest. After enjoying my previous graphics shader work, I chose to investiage the implementation of Geometry Shaders.
A series of geometries were created, including Billboarded 2D particles, and static and dynamic 3D Particles. The shader inputs for each were a single XYZ point, with the output being a textured quad or cube. The pictures above show a system with over 17,500 objects. Further research is being conducted on Adaptive Mesh Refinement and Marching Cubes.
Audio Analysis Research – in partnership with Moving Target Games:
In early 2009, along with other casual and student developers, I was a founding member of Moving Target Games (http://www NULL.movingtargetgames NULL.com/). Our first title, ‘Cosmos Concerto’, is an audio-based Space fighter arcade game. Music is chosen by the player, analysed by the game, and in-game events are triggered in time with the music during play. My responsibility for this project was creating the Audio Analysis system using FMOD. The current audio system runs in the Unity game engine.
These pictures show the initial analysis application. We created a techincal demo of the analysis working in-game. Early versions of the game were presented at Freeplay 2009, and IGDA ‘Open Mic’ evenings.




