5 Slocum St. #2
Newport RI 02840
I am an independent software and game-design consultant based in New England.
I have been designing, implementing, and maintaining software since 1998 for a variety of fields, including business, education, science, and games. My particular expertise involves web-based applications. I sell my work through Appleseed Software Consulting, a company that I founded in early 2008.
I have a passion for the study of games and their increasingly central role in modern society. My blog and video series, The Gameshelf, strove to improve the critical discourse regarding games of all sorts. More recently, I have become active in creating new games, both for myself and as hired work, towards the fulfillment of my own design ideals.
Organizer of the Annual Interactive Fiction Competition.
Over the course of 2014, I redesigned the web-based infrastructure and policies defining this yearly showcase for non-commercial, independently produced, text-based video games. That year saw the most entries for the competition in its 20-year history, as well as coverage in the international press.
Every summer and fall since then, I organize every aspect of the competition's annual cycle, including gathering entries, receiving judges' votes, archiving the entries afterwards, and answering public and participant questions throughout.
Quality Assurance lead for Transcendence: Origins, a narrative-game prologue to the Warner Brothers motion picture Transcendence.
This project was conceived, commissioned, assembled and shipped under a heroically tight schedule -- and succeeded, thanks to a tiny, amazing team that pulled it all together despite all the bug reports, feature requests, and story suggestions I filed.
Independent software consultant, specializing in database-backed web application development, with secondary expertise in iOS consulting and development. Services I have provided for various clients have included:
Creating web and mobile applications to spec from scratch, co-designing them with clients to fit their speific needs
Maintaining and further developing organizations' existing web-based applications
Analyzing and reporting on the status of clients' existing technology, and recommending future directions and investments, given their goals
Joining an active web or mobile project's existing team as a temporary consulting resource, contributing requested, discrete features as needed to the project's code or assets
Generally assisting with longer-term technology planning and goal-setting
Ultimately I use whatever tools are most appropriate to the task at hand, learning new languages and technologies when appropriate.
Through collabortaive tools such as GitHub, I actively contribute to CPAN, the Perl community's shared repository of code libraries and language extensions. My name appears on the contributors list of important modules such as DBIx::Class.
In February 2008, I incorporated Appleseed Software Consulting (www.appleseed-sc.com), and now operate as its head consultant.
Independent commercial game designer, publisher, and games-studies researcher. This takes a few different forms:
I have guest-lectured on games studies in venues ranging from online courses on games education to MIT classes in comparative media studies.
During the fall 2011 semester, I worked in this capacity as an adjunct lecturer at Northeastern University's Creative Industries program. I taught the lab counterpart to Brian Sullivan's "Games and Society" course to a class of 100 students, exposing them to as wide a range of digital and tabletop games as possible in ten weeks, and challenging them to look critically at games and their design. The work included the planning and execution of every aspect of the course.
I run Orangepeel Softworks, the game-publishing arm of my main business identity, Appleseed Software Consulting (described below). Under this brand, I research, implement and publish various games and game-related tools for the iOS mobile platform (including iPhone and iPad).
I edit and contribute to The Gameshelf (gameshelf.jmac.org), an independent blog and video series on the topic of game criticism. Chief contributions include "Jmac on Games", an ongoing series of critical written essays, and "Gameshelf TV", an occasional video series about games outside of mainstream perception.
President and founder of Volity Games, a startup that focused on the study, critique, and improvement of online multiplayer games.
Projects developed and launched in this role included Volity, an open platform for multiplayer casual games, and Planbeast, a service that helped fans of various online games connect with one another and schedule times to play. I also oversaw the launch of The Volity Network, a limited implementation of Volity.
As president, my principal roles involved managing our projects' technological development, as well as overseeing the operation of the company. My technical tasks included maintaining the software and the machines that run all of our public services. I was also responsible for all of our websites' design, text, and general operation.
Volity Games's projects made use of a great deal of open technologies supplementary to the modern web. Volity used Jabber (XMPP), SVG, and ECMAScript, while Planbeast used iCalendar and REST -based APIs.
Senior Bioinformatics Programmer for the Institute of Chemistry and Cell Biology at Harvard Medical School in Boston. I played a key role in the development of ChemBank, a web-based application that allowed chemists and biologists to store, review, and analyze the results of high-throughput screening experiments.
During this period, I co-authored a second book for O'Reilly, Mac OS X in a Nutshell.
Self-employed as a freelance writer and computer consultant. During this period, I co-authored the book Perl and XML (see Publications), and wrote articles on Mac OS X for the O'Reilly Network online magazine.
When not writing, I worked as a freelance software consultant, crafting dynamic websites using Mason.
Software tools specialist for O'Reilly & Associates, Inc. (now O'Reilly Media) in Cambridge, Massachusetts. I maintained and created software that helped the company publish its books, both in print and in its more recent strides to publish online, with XML as the vehicle of choice in all cases. My work environment was primarily Perl on Unix.
My largest project was a bundle of Perl modules and programs that converted DocBook XML documents to Adobe FrameMaker files and back again. In fact, just about all my projects involved folding, spindling and mutilating DocBook documents in one way or another - much of my other interesting work involved working on the software that prepares O'Reilly book files for Safari, a service that makes book content available on the Web.
Programmer for The Maine InternetWorks, Inc. (MINT), an Internet and network service provider in central Maine (no longer incorporated - it was being slowly digested by Adelphia when I left, and has since been excreted). I helped develop and maintain a variety of software, largely web-based applications, for use both in house and by MINT's customers. Tools used for all projects were almost exclusively the Perl programming language and the SQL database standard as implemented by MySQL.
While in this position, I developed familiarity and then advocacy for open-source software; MINT used Linux as its primary operating system for its servers and internal workstations, and all its mission-critical applications were open source as well.
Educational Technician and Assistant to the Director of Technology for the town of Hermon, Maine's school and Information Services departments. Assisted in the management of the town's freenet ISP, and coordinated the technology-related inventory and curriculum for its three schools and adult education programs.
I developed and maintained integrated, Web-based information management solutions with UserLand Frontier and FileMaker Pro, used by both the school department and local municipal entities and businesses.
I also performed tech support for the schools when the need arose.
Sales and purchasing manager at Technology Source (also variously known as Computer World, Maine Advanced Computer Systems, and Honest ABE's Computers), a computer sales and service shop in Bangor, Maine. Required an expertise of personal computer, network and Internet use, specializing in Macs and compatibles and their related operating systems and applications, in order to act as a consultant as well as a salesperson for the shop's customer base of (at the time of my resignation) 3,000 home and business users.
City Editor for the University of Maine's semi-weekly, student-run newspaper, The Maine Campus. Was responsible for each issue's local news content, and recruiting, supervising and giving assignments to the paper's staff writers.
News Clerk at the Bangor Daily News. Assisted editors and writers on production evenings by writing cutlines, researching names, sizing photographs, and running courier duties and other odd tasks.
News Editor for the The Maine Campus. Used Macs to design the layout of each issue's front page and news sections, write headlines and cutlines, and select and edit stories from wire services to use in each issue. Also trained, over time, five other Campus editors on layout for their respective sections.
Consulting Assistant with UMaine's "MacAct" program, which leased Macintosh computers to on-campus students. Installed Macs in dormitory rooms each September and spent the rest of the academic year as a full-time system and network use instructor and consultant for the program's users.
Sixis is a 2012 iPad adaptation of a commercial card game designed by Chris Cieslik and published by Asmadi Games.
The McFarlane Job is a short crime story told over a psuedo-SMS interface, with the player coordinating communications among a small team to pull off a heist. I wrote and released it in 2015 under contract with House of Cool, using their design platform called Massively.
Mac OS X in a Nutshell, co-authored with Chuck Toporek and Chris Stone, originally published in 2003 by O'Reilly & Associates, Inc., with more recent editions published in 2004 and 2005. A deep reference to Apple Computer's Mac OS X operating system.
Perl & XML, co-authored with Erik T. Ray, published in 2002 by O'Reilly & Associates, Inc. A book about processing XML with the Perl programming language.
I used to write articles and weblog entries about various technology topics for the O'Reilly Network, an online magazine aimed at developers. See my author page there for an index.
Of particular note is a column on ComicsML, published on The O'Reilly Network in 2001. It proposes and describes an XML-based markup language for online comics, inspired by the writings of Scott McCloud. It got Slashdotted.
From 2005 through 2010, I produced a series of videos for The Gameshelf, highlighting aspects of games and game culture outside of mainstream knowledge. Recent highlights inlcude a 30-minute, reality-show styled overview of the board game Diplomacy, and a 10-minute summary of modern interactive fiction.
In October 2010, I produced a very short promotional video for a colleague's use of Kickstarter to fund a new game project. It met its fundraising goal within its first 24 hours online.
Most of my information technology experience involves using the magic LAMP platform - Linux, Apache, MySQL and Perl - to create dynamic, database-driven websites. I am also experienced with using XML to organize and transform documents and data, with particular skill in using Perl and XML together.
I am an expert with the Perl programming language, which I have used nearly every day since 1998. Through Perl, I regularly process plain text (such as logs and config files), HTML/XHTML/CSS web pages, SQL databases, images, web services through SOAP or XML-RPC, and just about anything else I need to do with information crunching.
My years of experience have also given me flexibility with picking up entirely new programming languages, learning new ones when the task at hand requires it. For example, I learned C# while studying software development targeting the Xbox game console, and Inform 7 while working with modern interactive fiction.
In short: I've been doing this for a long time, and I've gotten good at deciding when it's time to learn a new technology, at which point I do so quickly and competently.
As far as coding style goes, I consider myself a stickler for maintainability, no matter what language I work in. I always err on the side of legibility and clarity, maximizing the chance that another developer (including myself-in-the-future) will be able to work with my code without pain. I write documentation and permanent regression tests as I go, and insist using version control (such as Subversion or Git) wherever possible, whether I am working alone or as part of a team.
Graduated from the University of Maine with bachelor's degrees in journalism and English.
Received a four-year presidential scholarship from the University of Maine.
Received a $1,000 scholarship from the Maine Press Association.
References available upon request.