Bio
Hiya! To know Devilslayer, is to love Devilslayer, and to love Devilslayer is to hand over all your gold and run.
He was one of my first D&D characters, and he was basicly my dark side to my light side. Together they form the
duck tape that is the force of my being.
As for Devilslayer, he got too powerful, and was retired. I revived him on the LPSWAT MUD, who wizzed (ascended to
the rank of realm programmer). Unfortunately the head wiz rewrote and broke the game driver, and LPSWAT faded into
obscurity. Anyhow, the nickname stuck in some form or another - Slayer, Duck Slayer, Dragon Slayer, and my
favorite, Bobo Slayer (dont ask).
About this time, I became interested in computer graphics, and have done some cool things. I have a nice rendering
toolkit that I fiddle with - Pixcon/Anitroll/Gamegine, and have had the opportunity to work w/ other systems -
DirectX, OpenGL, SDS IG, Paradigm/Multigen Vega, Xngine, Gamebryo and a few other proprietary engines.
A while back, I did a couple of animation shorts. "Metal & Bone" is a classic bash and smash - robots and
monsters. "Run" was a loop-a-loop through an underground cavern that was completely shader driven - no polygons
or texture maps - just pixel shaders. "Run" was used in a past Siggraph "Natural Phenomena" course to demonstrate
the rendering technique "quasi-analytical procedural raycasting" also known as "Slartibartfast Raycasting". I've
learned alot since then, upgraded the rendering toolkit, and hope to redo the animation shorts someday.
I've spent some time developing artistic skills - B&W photography, painting, sketching, and digital art to balance
my graphics studies, and some of my photographs have been in art shows.
I like to sail, snorkle, work in the darkroom, and have ferrets around the house to remind me to lighten up when
I get too serious.
I am currently working for Buzz Monkey Software on various video games for
the PS2, PSP, and Wii.
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