Last Online: 6/14/09
Ken Finney
Started programming in 1974 in BASIC with paper tape on the good old HP 1000. Professional Software Engineer since 1984. Worked as senior programmer, principal engineer, project manager and quality assurance engineer in the following areas: Telecommunications technology for remote sensing; Nuclear Non-Destructive Examination systems (Ultrasonic & Terminal Solid Solubility) for CANDU-6 & CANDU-9 reactors, Robotic Pharmaceutical & Medical Control & Delivery Systems. Developer of IN-SCAN - world's fastest large-format document scanner & analyzer: winner of CIO Magazine's prestigious ITX (Innovation and Technology Excellence) award in 1997. I've been a consulting military scientist for the Canadian Department of National Defence in Future Armoured Fighting Vehicle Design and have taught at Seneca College at York University in Toronto where I taught Product Development and Technical Writing.
In 1998-2000 I developed a mod for the Delta Force 2 engine from Novalogic called 'Tubettiworld-Online Campaign' which provides a battle-directed method of controlling map rotation (for a game that is not really mod-able). I have written a remote hosting tool for DF2 called QnD (QuicknDirty) that allows hosts to remotely monitor a game, post information to players in-game, ban or punt players and so on. I've also created several tools for extracting, organizing and managing statistics from DF2 games.
My primary focus in online gaming is the social interaction of players. I believe that games in general do not sufficiently exploit the social dynamics of online gaming communities. Chat windows, extra-game forums and blogs and voice comms are merely the coastlines of that uncharted territory.
I am developing the online adventure/shooter game Return to Tubettiworld using Torque. It is a family project with all members of my family participating in the the design and development, with the help of a few family friends. The game was formerly called Tubettiworld II, but the rename has come about as the result of some fairly major scope changes, and some minor theme adjustments. It maintains the battle-directed campaign mode and persistent world system of the original Tubettiworld game.
(Return to Tubettiworld is dedicated to the memory of my late father-in-law, George Tubetti, who would love the idea of association with Garage Games because he owned a small chain of service stations and garages and always had grease under his finger nails...)
I am the author of 3D Game Programming All In One,ISBN159200136X, Thomson, 3D Game Programming All In One, Second Edition,ISBN1598632663, Thomson, and Advanced 3D Game Programming All In One,ISBN1592007333, Thomson.
I also teach Game Development, Design, and Prototyping at the Art Institute of Toronto.
UPDATE Dec 16, 2006
I'm now V.P. at the newly created Sprite House Games, Inc., where we are working on "The Edge". So Tubettiworld is on the back burner for the moment. It's okay, it'll keep.
In 1998-2000 I developed a mod for the Delta Force 2 engine from Novalogic called 'Tubettiworld-Online Campaign' which provides a battle-directed method of controlling map rotation (for a game that is not really mod-able). I have written a remote hosting tool for DF2 called QnD (QuicknDirty) that allows hosts to remotely monitor a game, post information to players in-game, ban or punt players and so on. I've also created several tools for extracting, organizing and managing statistics from DF2 games.
My primary focus in online gaming is the social interaction of players. I believe that games in general do not sufficiently exploit the social dynamics of online gaming communities. Chat windows, extra-game forums and blogs and voice comms are merely the coastlines of that uncharted territory.
I am developing the online adventure/shooter game Return to Tubettiworld using Torque. It is a family project with all members of my family participating in the the design and development, with the help of a few family friends. The game was formerly called Tubettiworld II, but the rename has come about as the result of some fairly major scope changes, and some minor theme adjustments. It maintains the battle-directed campaign mode and persistent world system of the original Tubettiworld game.
(Return to Tubettiworld is dedicated to the memory of my late father-in-law, George Tubetti, who would love the idea of association with Garage Games because he owned a small chain of service stations and garages and always had grease under his finger nails...)
I am the author of 3D Game Programming All In One,ISBN159200136X, Thomson, 3D Game Programming All In One, Second Edition,ISBN1598632663, Thomson, and Advanced 3D Game Programming All In One,ISBN1592007333, Thomson.
I also teach Game Development, Design, and Prototyping at the Art Institute of Toronto.
UPDATE Dec 16, 2006
I'm now V.P. at the newly created Sprite House Games, Inc., where we are working on "The Edge". So Tubettiworld is on the back burner for the moment. It's okay, it'll keep.
Keep Cool, But Do Not Freeze










im happy to hear your making Return to Tubettiworld
my DF2 name is Smokin@420.bud
Really nice to see some mature programmers on here too. Hope you don't mind me saying that, but I think maturity is of utomost value. I always think that people who have been about for a while are less interested in all the latest cutting edge bells and whistles, and seem more interested in getting a fun game built.
I wonder what game a team over programmers all 40 would come up with :)
Now I'm reading 3D Game Programming All In One.
=)
I hope that spider was living alone. Maybe that was somebody's pet or something.<br>
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I have Advanced 3D Game Programming All In One, It's a good reference book for game programmers, helped me to build my game prototype.