Companies I've Worked For

I've been working at Surreal Software since 1998, developing AI for Playstation2 and PC games. I'm currently working on extending our AI system for two upcoming games. In 2002, I designed and implemented a new AI system for NPC behavior, movement, and pathfinding in the PC and PS2 versions of Fellowship of the Ring. Before that, I extended our old AI system for the PS2 game, Drakan: The Ancients' Gates, which was released in February 2002 and worked on Drakan: Order of the Flame, a PC title released in 1999.

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.

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