Jeff Faust
Pixel Alchemist
A long time ago while I was a freshman Electrical Engineering student, I saw a PBS program about how computers were being used to create pictures. On a whim, thinking that it might bridge my seemingly divergent interests in art and science, I switched my degree to Computer Science, even though I didn't own a computer and had never done any programming. It worked...
For more than 20 years, and spanning several industries, I have written programs that directly or indirectly create animated imagery.
In 1993, I co-founded Windlight Studios, an animation production company that pioneered the use of magnetic motion capture in long format character animation. In 1997, when Windlight Studios completed its life-cycle and merged with internationally recognized children's animation producer, Nelvana, I left animation production to pursue game design, and founded Faust Logic.
Faust Logic's first 6 years were filled with numerous work-for-hire projects, failed pitches to publishers, and punctuated with the publication of my first humble game designs: Island Heads Checkers and Medabots: Robattle 3D.
Then, concluding that mainstream game development was a dead-end for me, I embraced "indie" game development and haven't looked back.
Recent indie accomplishments:
- ArcaneFX CoreTech and SpellPack1 -- special effects middleware for the Torque Game Engine, published by GarageGames.com
- Interface authoring for IG: Independent Games and IG: Independent Games Vol.2 -- indie game compilations, published by Moondance Games.
indistinguishable from magic
My GarageGames.com Blog

Derek Bronson recently made mention of this in his blog, 3rd Party Product Update - June 2008, but here is a more complete announcement. Just a couple of months ago, I announced the beta release of AFX 1.1.2 for TGEA 1.7.0. That beta went really well, but while preparing the final release, we heard ...
Recently GarageGames officially released TGEA 1.7.0, a rather vast update to the TGEA engine. For several months we have been tracking the evolution of this release and in parallel, have been porting AFX for TGEA to it. Since the open beta releases for TGEA 1.7 went so well we are doing the same for ...
One year ago, nearly to the day, we released the inaugural version of AFX for TGE. Now, in a matter of days, we'll be releasing the long awaited version of AFX for TGEA. I originally projected two or three months for this project, but what can I say, I was very wrong!As we tie up the final loose end ...










