1980s-1990s
Inspiration and first engines
Wing Commander and Chris Roberts lit the spark. Early experiments started with MS Game SDK, followed by DirectX and OpenGL.
From the Wing Commander era to voice-first adventures, this is a lifelong hobbyist path that never stopped evolving.
1980s-1990s
Wing Commander and Chris Roberts lit the spark. Early experiments started with MS Game SDK, followed by DirectX and OpenGL.
2000s
StarQuest became a massive MMO vision: dynamic scaling, huge player populations, and large-scale fleet encounters across planetary systems.
2010s
The vision was scaled into Pulsar (multiplayer) and then Pulsar Legacies (single player). Around this time BlockBuster shipped on Xbox XNA.
2012 onward
With Star Citizen's Kickstarter, it made sense to stop trying to compete with that scale and enjoy watching the project while continuing personal development work.
2013
I wrote Game Networking for Beginners with Unity3D. It is now outdated, but it remains a useful snapshot of that development era.
Recent years
Starkeys VMFD focused on empowering communities to create custom panels. Enchanted transformed a family idea into an accessibility-first game experience.