Salutations, and welcome to my humble little part of the web. Some call me Aaron, others call me Lev. My company I call SikoSoft.
My general attitude towards personal evolution is as simple as this: if you're not at least a little bit embarrassed over what you were a year ago, then you're not evolving! While I am always proud over what I produce now, looking back makes me realize how far I've come and will continue to go.
The joy of creating web sites comes from knowing that something I built is enjoyed and valued by other people. I take pride in all that I do; whether it's design or code, performance or security. Getting a page to be snappy and responsive, while retaining functionality across numerous environments is what keeps me up at night.
|HTML5 Canvas API||4|
|Node.js & WebSockets||4|
|Perforce Version Control||3|
Playing and making games is a huge part of my life. Through the years, I've built up quite a collection. I also have a little soft spot in my heart for Minecraft. It's embarrassing to admit how many hours I've poured into my blocky worlds.
Whether it's a smart-watch or a Raspberry Pi, I love tinkering with the latest tech, and finding ways I can put technology to work in my daily life.
If I need some soothing sounds to put my mind at ease, or just to get my creative juices flowing, music always comes to the aide. I'm also proud of my ever-growing vinyl collection.
Unannounced Online Game
Currently I am working on an unannounced online game at Ubisoft. The bulk of my work consists of Node.js server code, though I do spend a good bit of time with web code as well. I wish I could say more about it, but I'm, unfortunately, bound by an NDA. ;P
Far Cry 3®
- AJAX-centric interface with updates happening instantly
- Mimics in-game UI through advanced CSS & jQuery
- Secure back-end code preventing exploiting the game
- Web exclusive puzzle minigame earning in-game rewards
When I find time away from work (and my many other projects) I enjoy working on an old-school, overhead RPG game engine & editor. If you grew up with classic NES games like I did, just think old-school Zelda. This engine has been my first "real" attempt at a proper game engine (not counting puzzle games).
- HTML5 canvas API & HTML5 audio
- A-Star path-finding algorithm for mob AI
- Flexible sprite visual effect scripting
- Real-time map editor - play while building a map
- Daytime cycle
- Real-time 2D lighting effects
- Select pre-defined objects & paint them on map
- altered state of conciousness melds two worlds
One of the earlier projects which helped me learn the HTML 5 canvas API was a "Tetris"-like game. I call it "ISTiT" as an acronym for "I Swear This isn't Tetris" to avoid any legal complications. ;) Once I started getting into Node.js, I upgraded the game to utilize Websockets, and allow for two-player competitive play.
- HTML5 canvas API & HTML5 audio
- Node.js/Websocket competitive support
- Highly configurable (override any coded option)
- Finely tuned difficulty scaling
- Powerful scoring system (chains, speed bonuses)
- Balanced (random-weighted) algorith for piece drops
- Hold-piece function
- Ghost block preview placement
Perhaps my biggest accomplishment, prior to working at Massive Entertainment, was a CMS I dubbed Theia. The CMS was gigantic in scope and became convoluted after many years of working on it. I have since ceased production on the system as of around 2010.
- Object-oriented PHP with mySQL
- Plain-text, special code or rich-text editing
- 200+ administration tools
- 6 view types (forums, news, gallery, etc.)
- Unmatched flexibility in permission management
- Queued event handling for performance
- status updates & clubs
- multiple paralled themes