18,207 reputation
24077
bio website arcsynthesis.org/gltut
location Los Angeles, CA
age 37
visits member for 2 years, 10 months
seen Sep 5 '13 at 1:18

I am a game developer with a fairly broad knowledgebase in the fields of animation and graphics, with a touch of AI.

Projects:


Mar
22
awarded  glsl
Jan
4
awarded  Great Answer
Dec
12
awarded  Revival
Nov
25
awarded  Nice Answer
Oct
6
awarded  Nice Answer
Sep
16
awarded  Good Answer
Sep
12
awarded  Good Question
Sep
4
reviewed Approve suggested edit on How can I make an object “solid”?
Sep
4
comment Skill vs. Luck, the ratio and its measurement
@mwjohnson: He said consistently on the green. Anyone can get it there once in a while. It takes skill to do so with any regularity.
Sep
4
reviewed Close Different Attack Systems in RPG
Sep
4
reviewed Reviewed Is the corporate video game development industry habitable?
Sep
2
reviewed Close LWJGL Exporting errors
Sep
2
reviewed Close how to design and develop game level(stages)
Sep
2
reviewed Reject suggested edit on starling tag wiki excerpt
Sep
2
reviewed Reject suggested edit on starling tag wiki
Sep
1
reviewed Close Driver error when using multiple shaders
Sep
1
reviewed Close OpenGL ES - jagged edge
Sep
1
reviewed Looks Good Is point texture filtering the same as nearest?
Aug
31
comment Skill vs. Luck, the ratio and its measurement
@mwjohnson: "Much in the same way computer scientists have decomposed computational problems into P, NP, NP-Complete, NP-Hard, etc." Those are based on objective criteria which are inherent to the problems in question. They're also not numbers; they're discrete categories of problems. What you're looking for has nothing to do with that sort of categorization.
Aug
31
comment Skill vs. Luck, the ratio and its measurement
"is there a term to describe the level of variance in a game, in comparison to luck" The question presupposes an obligate condition that "luck" and "skill" exist in a linear combination, such that having some of one naturally detracts from the other. There is no reason to make such an assumption. Furthermore, it would be impossible to "compute" such things, as it requires that game design is somehow quantifiable. Which it is most assuredly not.