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This is an over view of the work Frigid Dog Entertainment (a.k.a Jim Carter) has done in the simulation and video game world over the last 5+ years.

2009-2011
iPhone and Android Applications.  
In partnership with RedShed Technologies, Recursive Awesome, and Consolidated Knowledge Frigid Dog has developed the following applications for iPhone and Android Mobile Platforms:
Taylor Made Golf Sales Force Automation (Enterprise licence application)
The Frigid Dog Game Engine is a cross platform (Windows, OSX, iOS, Android and Flash) 2d & 3d game engine that is in the works. As screen shots become available, I will post them to here.

Tricki WIki
Tricki Wiki is an iPhone trivia game.  Interesting work in this project: Integrating with Facebook (via FBConnect library), working with iAds, and working with a Ruby On Rails backend which used RESTfull (via json) web services.
BTSafety’s Consequence Management System (CMS)Basically this is a C++ mathematical simulation in which we predict, using statistical models, the consequences of a food born catastrophe.  More from BtSafety about the CMS: The CMS software system visually depicts the evolution and potential outcomes of food contamination events and is designed to help local, state and federal government agencies; first responders; the medical community; public health departments; and, the affected food industry respond appropriately and effectively when a food contamination event is suspected.  

 Built the Dx9, HLSL, C++ based 3d graphics engine
that powers this flight simulator. Was the lead developer.
This picture is from the simulator sitting in a warehouse.
2008-2009 
Hometown Farm'n Harvest is a PC game Frigid Dog built for the Digital Clay Studios & Scholastic in the end of 2008. It was published in 2009 in Scholastic's ClickClub monthly magazines.  For screen shots click here. This was a custom Isometric game engine and Isometric Hardware/Software Render built in C++.  Since the game was targeted at the casual gaming market, the game was actually built with 2 interchangeable rendering engines; one was built on Directx9, the other using windows GDI.  The game has some tycoon functionality as well as time management and limited strategy. The graphics are all from Canopy Games.

2007-2008
Aerosim's Aviator is a flight simulator used to train airplane pilots. Frigid Dog was contracted to build the 3d Graphics engine for this flight simulator; we built the technology that displays everything you see out the windows.  Technology: C++, Dx9, HLSL, and GeoClipmapping.

 Built the entire game engine for this game; including the 
IsoMetric Dx9 or GDI Rendering Subsystem.
Also programmed all the game play mechanics.
2006-2008
Worked on a host of projects for Activision and Canopy games. Below is the list:

2005
SpatialFX 3d
3d GIS visualization & awareness for ObjectFX's SpatialFX 3d: http://www.objectfx.com/products/spatialfx-platform.html

I built the 3d rendering engine (primarily a chunked LOD terrain engine and scene-graph for buildings and other 3d models). They used to have great pictures of it, but not anymore. Basically, I was part of the team that built a plug-in which used ObjectFX's 2d mapping solution and turn them into 3d maps; with buildings, military symbols and terrain. This was all Java3d and OpenGL 1 (fixed function).
 Built a Dx7-9 2d sprite engine for games like this











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