Hi, I'm Alex Forsythe. Here's some stuff I've done.
- Unreal Videos - a series of free videos about programming in Unreal Engine.
- Rosewood, a.k.a. "Scrabble FPS" - mashup of a multiplayer FPS and a tile-based word game. Incomplete; just a fun diversion to provide fodder for potential tutorials... and an excuse to implement a C library that solves Scrabble boards.
- Alien: Descent VR (Outlets at Orange, 2018) - UE4 game programming, LBE operations (described below)
- Call of Duty: Infinite Warfare (Multiplatform, 2016) - Tools development, CI and build automation, developer support
- Benno's Great Race (Ferrari World Abu Dhabi, 2016) - UE4 game programming
- Justice League: Battle for Metropolis (Six Flags, 2015) - UE4 game programming, ride system integration, perspective shift
- Monkey King (Wanda Wuhan Movie Park, 2014) - UE4 game programming, ride system integration
- iYoga Premium (iOS, 2012) - Extensive production pipeline automation for animation, compositing, and rendering
- The Amazing Spider-Man (Multiplatform, 2012) - Maya / MotionBuilder tools for animation pipeline
- The Black Eyed Peas Experience (Xbox 360, 2011) - In-engine VFX and cinematics work, automation of offline rendering
I've also worked on several cancelled and unannounced projects – how mysterious!
Outside of my direct contributions to individual projects, I've also done a good bit of R&D on internal tools. In recent years, my focus has been on backend systems for location-based entertainment: supporting the installation, operation, and maintenance of site-based multiplayer VR games, with tools and services to facilitate:
- generating, publishing, and installing game builds
- deploying new game builds across multiple Windows and Android devices
- remotely launching and monitoring output from running game processes
- monitoring and collecting device health metrics
- managing game sessions and groups of players
- tracking scores and displaying post-game rankings
- integration of optical motion capture systems for tracking and IK
- 1:1 alignment of tracking space to virtual environment
- use of AR markers to inject ground truth into inside-out tracking
- “pulsing,” i.e. controlling the flow of overlapping groups of guests through a shared space
- integration with third-party haptic controllers
- automated control of external hardware: fans, heaters, transducers, motorized doors
- testing and iteration in multiple contexts: on-site with full tracking, vs. in-HMD, vs. in-editor; single-player vs. multiplayer
- profiling and optimization, including on mobile VR
Several years back, in the days long before Live Link, I also worked on some early virtual production tools, including a camera capture system and a framework for streaming real-time animation data from MotionBuilder to UDK.
Old College Projects
- Vestige - Senior team project (ITGM Studio II); a UDK first-person puzzle game
- Shotgun Spartacus - Senior solo project (ITGM Studio I); a UDK single-player FPS level
- You Can't Eat Your Cake and Have it Too - Personal project, for the SA GameDev V competition
- Pirate Raymond and the Great Fornelius - UDK single-player FPS level with an extremely serious story
- Owning a dog
- Photographing the dog
- Favorite Games: Daggerfall, System Shock 2, Deus Ex, X-COM, Dark Souls