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KBlog | notes on design, business, coding, and other geekitude

Projects | Miscellaneous

Saturday, Feb 10, 2007

jonwolfe.com screenshot

jonwolfe.com

2007

A small website showcasing some of my sculpture and describing my motivations as an artist.

Visit the site »

kolosus.com V2

kolossus.com V2

2005

In 2005, ready to get back to work after finishing grad school and needing a fresh portfolio site, I updated the look of kolossus.com.

Pacific Softworks

Pacific Softworks Website

2002

A portfolio website developed in 2002 while living in Portland, Oregon. I haven’t used this business name since 2003, as there are several other companies with the same name. Nonetheless, this site is a good example of my design style at the time.

Denner Power website

Denner Power Website

2000

I created this logo and website for Tom Denner, the creator of Quaker State’s Duralube, who was marketing new low-pollution engine he had invented.

When I began this project, all Tom had was an engine prototype. So, in addition to designing his logo and site, I also had to explain the workings of the engine to potential investors. This involved creating accurate, animated 3D renderings of the internal workings of the engine and writing a great deal of copy to explain and market the technology.

Paper Tiger Cards logo

Paper Tiger Cards Visual Identity

2000

I crafted this name and logo, along with letterhead and business cards, for a handmade greeting card business.

kolossus.com V1

kolossus.com V1

2000

In early 2000, in the heyday of the dot-com boom, I built this Flash-based portfolio site. I still have my suspicions that the Army stole their “An Army of One” slogan from this little site.

3D game character

3D Graphics Research

1999-2000

In 1999 and 2000 I developed new 3D graphics algorithms for the computer game industry. Techniques I developed for giving 3D characters a hand-drawn, comic book-style appearance have been used by dozens of commercial games. Other methods I developed for rendering curved surfaces with viewpoint-dependent level of detail have been incorporated into commercial 3D graphics acceleration hardware. To test my algorithms and demonstrate my work I built software-based and openGL-based rendering engines for the MacOS that made use of AltiVec acceleration.

SimSafari Screenshot

SimPark and SimSafari

1996-1997

From 1996 to 1997 I was a software engineer at Maxis, a Northern-California computer game developer famous for SimCity and its spinoffs (they have since been acquired by EA). While there I programmed portions of the user interfaces of SimPark and SimSafari, two award-winning ecological-simulation titles, in C++. The UI of SimSafari included a virtual PDA with video playback of park animals and detailed charts & graphs. I also ported SimSafari to the MacOS.

 

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