Before Surreal, I worked for PsychoHazard Software, developing the 2D geometry engine and AI for StixWorld, a PC game released in 1998.
While working on my B.S. at the University of Utah, I worked as a Programmer Tester at Evans and Sutherland. That's where I first learned 3D graphics programming, developing demos to test the ESV, a then "high-end" UNIX-based PHIGS+ graphics workstation. Two of the demos were selected to be shown at the 1990 and 1991 SIGGRAPH conventions. One was PexCycles, a six-player, networked, first-person perspective, Tron light-cycles game. The computer players were controlled by neural networks. The other was MandZoom, an interactive, real-time 3D fractal viewer.