The Journey

From the Wing Commander era to voice-first adventures, this is a lifelong hobbyist path that never stopped evolving.

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.

2000s

The StarQuest era

StarQuest became a massive MMO vision: dynamic scaling, huge player populations, and large-scale fleet encounters across planetary systems.

2010s

Pulsar and practical focus

The vision was scaled into Pulsar (multiplayer) and then Pulsar Legacies (single player). Around this time BlockBuster shipped on Xbox XNA.

2012 onward

Star Citizen and a new perspective

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

Published an indie networking ebook

I wrote Game Networking for Beginners with Unity3D. It is now outdated, but it remains a useful snapshot of that development era.

Read the archived PDF

Recent years

Community tools and accessibility

Starkeys VMFD focused on empowering communities to create custom panels. Enchanted transformed a family idea into an accessibility-first game experience.

Pulsar prototype gameplay view