My background in professional game development includes console (for EA: level design for Boom Blox, technical game design for Medal of Honor Airborne), gameplay and engine design for a Silicon Valley start up, top-ranked indie iPhone/iPad games, and prototyping for Will Wright's Stupid Fun Club. I taught game development skills at Georgia Tech as a PhD student before I began teaching independently through Gamkedo LLC. Outside of professional applications I've developed over 90 freeware games, including serving as the engine and gameplay programmer for Vision by Proxy Second Edition which reached over 7 million players. Since then I've redirected my mission to helping more people begin their - your! - journey into making games.