Portfolio of

Ted Brown




"Ted joined the Fantastic Four team late in the project yet his contribution was substantial. He has an excellent understanding of all areas of development and is especially talented in the technical side of game design and implementation. Ted was also very willing to take on extra work such as integrating all the sounds. Simply put Ted's contribution dramatically improved the quality of the final game."

Richard Jobling
Senior Software Engineer
iRacing.com


Technical Design

I often serve in a dual implementation / support position, where I handle large workloads and help other designers when programmers are too busy to answer questions. I enjoy solving complex problems, and I enjoy teaching others, so it's a natural fit.

I try to stay abreast of engine development during production, so I can quickly identify emerging issues and give engineers what they need to resolve it. I like tackling wacky bugs because it helps expand what is known, and I do my best to write and promote technical documentation.

I am a firm believer that good tools efficient pipelines help designers make better games. I'm happy to write scripts that facilitate exports, builds, or managing large amounts of data.

Here are the engines I've employed over the years.


Engine Name 3D Package Scripting Language
Unity Blender C# and Javascript
Infernal Engine XSI Dante Script
Visual Concepts Action Engine Maya Visual scripting via nodes
Neversoft Skate Engine 3ds Max Q (Custom)
Tomb Raider Engine (TRE) Maya Javascript-style
Tomb Raider: Underworld (TRU) Engine Maya C-based language
Robomodo Engine XSI Visual scripting via nodes
Processing n/a Java
Unreal 2.0 3ds Max UnrealScript
Torque 3ds Max TorqueScript
Quake 3 Radiant n/a
Half-Life Hammer Visual scripting
Portal 2 In-Game Visual scripting
Heavy Metal FAKK 2 Radiant SIN Script
Morrowind UESP Custom