In 2014, I moved to Vietnam and joined Gameloft as a game producer in their Hanoi studio. I managed teams of a variety of sizes and spent many nights coordinating releases. It also got me a
MobyGames profile.
My full credits there include:
UNO & Friends: Update 7 and Update 8 for Google Play and the Amazon Appstore (over 25M downloads for each update)
Shark Dash: Relaunch with new game design and monetization strategy for iOS and Google Play (over 5M downloads in the first two months)
Ice Age Adventures: Update 1 for Windows Phone and Windows Store
I’ve left the industry since then, but I still love playing and tinkering with games. Nowadays, I either work on ScummVM (porting classic adventure games to run in the browser), or you can find me playing on my PlayStation 4 or Steam Deck.
All Posts about Video Games
Extracting Credit Information from Delisted Mobile Games
I discovered my MobyGames profile was missing credits from games I worked on. As the games are delisted and can’t be launched anymore, I reverse engineered the asset formats.
Porting ScummVM to Webassembly, Part 4c - File Access
Revisiting how files are loaded over the network and finally adding support for cloud storage (Dropbox, Google Drive etc)
Porting ScummVM to Webassembly, Part 4b - Sound Improvements
Diving deep into the different audio options ScummVM provides and making sure they work in the browser.
Porting ScummVM to Webassembly, Part 4a - Maintenance
Cleaning up some loose ends to get ready for future improvements
Porting ScummVM to Webassembly, Part 3
I finally found some time over the holidays to wrap up some improvements I was working on for ScummVM last year.
Reverse Engineering the 1995 FMV Game Silent Steel
Silent Steel is a submarine-themed FMV game released in 1995. This is the summary of it’s file formats, including a prototype re-implementation.
Porting ScummVM to Webassembly, Part 2
Since merging the initial Webassembly port of ScummVM, I have added a few critical improvements
Porting ScummVM to Webassembly
Making old adventure (and other) games available on the web.
Does Steam Remote Play support NvFBC on Linux?
Trying to get Steam Remote Play working from my Linux home lab, I noticed that while Steam offers capturing the frame data with NvFBC, the setting doesn’t seem have any impact. Why is that?
Compiling Zork from Scratch
Today, the source code of many old Infocom Text Adventures has been uploaded to Github. Let’s see if we can compile Zork.