As a key member of a small team, I was the primary developer of the weather, statistics, itineraries, favorites and settings sections. I also contributed significantly to several other sections.
My primary challenges were coming up with creative programatic motion for some of the flashier portions of the app—primarily weather and statistics—and also a custom "swipe for context menu" system in several of the table-based views.
I conceptualized the unique multi-touch dependent gameplay, designed the look and feel and created the art assets, programmed it from scratch in Objective-C/C using OpenGL and no third party libraries, wrote the music, created the sound effects, and wrote all the content and marketing materials. Quite literally a one-man project.
Key challenges included coping with drastic changes to the input mechanism when the original concept was deemed “not fun” by myself and playtesters. It was also challenging dealing with speed optimizations in my custom-built OpenGL wrapper classes.
As a supporting developer, I programmed the key functionality behind the itineraries section, and contributed to a few other miscellaneous features.
The app won a 2012 Apple Design Award, and was featured as Apple's Editors Choice for both the iPhone and iPad versions.
I was a key member of this fairly large development team for about 6 months. I was primarily responsible for visual layout and motion, though only for certain sections of the app. I also did some OpenGL 3D effects for some of the paper folding visuals.
Some of my work didn't make the final release, like a 2D liquid simulator which was interactive through both touch and accelerometer input.
I was lead developer and programmed the key functionality for this app, which was the #4 free app in the US, #2 in the UK and #1 in Japan. It had over 2 million unique installs within the first few months.
A key challenge was writing a custom image parsing algorithm to convert full-color photographs into recognizable, low-resolution, limited palette LEGO representations. Another challenge was optimizing 2400 unique simultaneous sprite animations.
I was the primary developer for this weather app created to promote HBO's Game of Thrones prior to its season one premiere. Using a variety of fullscreen video loops, the app shows the current weather conditions of any real city as if it were a location from the series.
A key challenge was ensuring smooth transitions between videos while making sure the appropriate data was loaded from the API.
I was lead developer for this Flash-based comic book reader.
Key challenges included creating a dynamic resizing system that would provide a good reading experience for any browser size and smart page-by-page loading that allows viewers to begin reading right away.
I was lead developer for this pitchbook app for Bombardier, a global aerospace and rail transportation company.
Key programming challenges included memory management for large scrubbable image sequences, multiple dynamic API integrations (Twitter, stock info, etc), and page transitions that had to coordinate full-screen looping video backgrounds.
I was a key developer for this community site designed to coincide with the release of Nintendo’s Wii game Mario Super Sluggers.
I programmed much of the movement and behavior of the actual “cards” which were rendered in 3D with Flash.
I was lead developer for the the international versions of these two microsites.
Both sites were created in Flash exclusively in AS3. They both integrated tightly with adidas' internal product database API. The Techfit site won a FWA site of the day. The Climacool site used 3D environments to create a dynamic depth of field.
Perhaps the biggest challenge was internationalization. Because the sites were translated into over 15 languages, they required extensive work to be compatible with non-roman character sets, which included a custom loading system for language specific fonts.