Hey, I'm Gabe, and this is what I've been up to lately.
2009: Simpler To Dos
A dead simple iPhone todo list application.
2008: Turf
A web-based strategy game played in pre-existing local communnities.
2008: Champfleury
In 1529, Geofroy Tory tried to find the answer to why the newly reconstructed Roman alphabet was so beautiful. This is his story. Published in Printing History, January 2008.
2007: Stroke animation
A rendering system to animate 3D drawn worlds as if they were being drawn on the fly by 50 pens handled by 50 animators. Movement was handled by shifting the drawing page around and zooming in and out, and then erasing and redrawing pen strokes, yielding a hand-animated kind of motion for navigating in a 3D world.
Built using C++ and OpenGL.
2007: Simpleframe
An evolutionary algorithm for generating load-bearing space frame geometries. The frames were evaluated with the FRAME static structural evaluation package, by Professor Henri Gavin at Duke University.
Built using C++ and OpenGL.
2007: Mental Canvas
A tool for conceptual architectural design and analysis. A collaborative project with faculty and graduate students at Yale School of Computer Science Graphics Lab. Presented at Pacific Graphics '07.
2007: Old Campus Tree Risk
A massively multiplayer web-based strategy game played on Yale Campus between January 25 and March 2, 2007.
3316 students had joined the game by the end: 62% of Yale undergraduates.
2007: Mansion of Crossed Destinies
A two player cooperative game where one player, in the role of Sarah Winchester in the early 1900s, built what would become the Winchester Mystery House, while another player encounters ghosts in the house a hundred years later.
Built with the OGRE graphics engine and spirits of the realm beyond.
2006: Castro Catastrophe
While I was working at The Go Game I wrote a historical narrative game -- a cross between participatory theater, role-playing, and an adventure game -- inspired by the history of Harvey Milk, the first openly gay man elected to public office in California. I ran the three-hour game twice, with about 25 players each time. Players played as supporters, and walked around the game zone centered on Castro Street, earning the endorsements of several actors playing the roles of Harvey's friends and competitors. Local bookstores, drugstores, and the Castro Theater were all in on the game and helped provide clues.
2006: Project 7
Another attempt at an adaptive music engine based on live keyboard input. Records and replays sequences of notes based on pattern recognition of the history of played notes.
The application was built in Max/MSP and javascript.
2006: Project Five
An evolutionary algorithm for generating airport terminal floor plans. Each design was evaluated with an agent-level crowd simulation.
Built using C++ and the Windows GDI.
2005: How Do You Pronounce It?
A first stab at a website: pronunciations for hundreds of IKEA product names by a swedish friend. Powered by Ruby on Rails and midnight oil.
2005: Project Cell
A script implementing a 3d Voronoi cell cutting algorithm to split an arbitrary shape into strikingly crystalline volumes.
The algorithm is physically equivalent to filling a box with balloons, and then inflating all the balloons until all edges are tightly pressing against each other.
2005: Project Bubble
This 2d physical study preceded the 3d version, proving that a physical simulation of balloons under pressure yields boundaries predicted by the Voronoi algorithm.
2004: Julienne
A WAV and MIDI sequencer specifically designed for projects in generative music composition, allowing sequencing of many models with similar instrumental material, whichfacilitates statistical analysis. Built using C++, Windows GDI, and DirectAudio.
2003: One Man Band
A real-time accompaniment system that receives real-time MIDI input, and stores repeated motifs. It then can play back any stored motifs along with continued improvisation, modulating tempo and transposition along with the human player. It was built with C++ and the DirectMidi library.
2003: Watercolor Shader
A CG Hardware shader based on the Kubelka-Munk pigment layering algorithm.
2002: LD41 Visualization
A Windows Media Player visualization with basic beat detection and graphical response.
2001: Hazard Company
A functional prototype of the hovercraft physics in a 3D vehicle-based combat game.
2001: Cars With Guns
A comical vehicle-based combat game in the style of Smash Brothers.
2000: Speed Blasters
A top-down treasure-collecting driving game, featuring the most capricious rat in video games.