Rules for "life":
Any live cell with fewer than two live neighbours dies, as if caused by under-population.
Any live cell with two or three live neighbours lives on to the next generation.
Any live cell with more than three live neighbours dies, as if by overcrowding.
Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.
Hi there, I'm Chad! A pragmatic programmer passionate about my craft: Game Development.
I've worked as a full stack developer focused on scaling game services, a gameplay engineer designing and building new features, and an engine/tools programmer implementing and optimizing core systems. As you can see, I like to wear lots of hats!
I've done research in the field of Artificial Intelligence focusing on Case-Based Reasoning and Reinforcement Learning. That work has been published and presented at the 2010 International Conference for Case-Based Reasoning and continues to be built upon today.
2010 also marks the release of my first public indie game Guess Phrase on the Android Marketplace (horrible programmer art and all). Since then I have continued to make games both professionally and in my spare time. I hack to learn, practice, create, and simply make things work.
When I am not sitting in front of a keyboard I am mountain biking. In 2014 I started racing ending the season winning the overall California Enduro Series. Since then, I've continued to challenge myself both physically and mentally racing various gravity and endurance race formats.
I am happily employed as a Technical Director at Electronic Arts and not actively pursuing any new opportunities at this time, but please feel free to keep in touch!
Chad Mowery
Portland, OR
chad.j.mowery 'at' gmail 'dot' com
Technical Director • November 2021 - Present
Games: Currently working on an unannounced title
Lead Server Architect • April 2020 - November 2021
Games: Unannounced title
Staff Engineer • March 2015 - April 2020
Games: Catalyst Black, Vainglory
Sr. Software Engineer • March 2012 - March 2015
Games Shipped: Game of War: Fire Age, Mobile Strike, Race or Die 2, IMob2
Software Engineer• March 2011 - March 2012
Games Shipped: Global War, Original Gangsters
Software Engineer• May 2010 - March 2011
Software Engineer• September 2009 - May 2010
Software Engineer Intern• June 2009 - September 2009
Systems and Network Administrator• June 2006 - July 2008
Bachelor of Science, Computing and Software Systems (Magna Cum Laude) • 2010
With a focus on building computational worlds and Artificial Intelligence.
GPA: (Major) 3.93 (Overall) 3.87
Citation:
Mowery, Chad., Spencer, Nathan., Bichendaritz, Isabelle. "Online Micro-Level Decision Making in Real-Time Strategy Games:
A Case-Based Reasoning and Reinforcement Learning Approach." ICCBR Workshops, July 2010.
This project was nominated and presented at the 2010 International Conference for Case-Based Reasoning
(ICCBR) in Italy and presents a novel approach to online adaptability of AI in RTS games.
Abstract:
The specialization of artificial intelligence (AI) techniques within the
gaming industry is becoming a fast growing field of study for academia and industry
developers alike. Many of the AI techniques used in modern video
games are unique to a gaming problem domain as game developers often face
the challenge of implementing their game AI with limited resources (game
frames, memory, and processor cycles), more so than traditional AI projects and
studies. However, due to the technological advancement of modern video game
consoles and PCs, previous AI techniques used in industry are quickly becoming
outdated and uninteresting to players. In this paper we outline a complete
AI system that utilizes Case-based Reasoning and Reinforcement Learning
components to provide new levels of player immersion. By utilizing real-time
learning with Case-based Reasoning we can give a new outlook on games artificial
intelligence as challenging and adaptive opponents for players.
A casual game based on the original Catch Phrase. It mixes elements of charades, taboo and hot-potato all into one game where each team must get their teammates to guess a word or phrase correctly without using any part of the word in a sentence or saying the word outright.
It's a mini Roguelike about the word F*** and ananas! Meant to be a total spoof on a few friends 'artistic' game designs. Built using Rotjs.
**Warning explicit language. Please do not play if you are sensitive to such things.**
An artificial intelligence project featuring a custom Case-Based Reasoning (CBR) module used for micro-level decision making operations. The CBR module's task is a challenging one. That is, to successfully observe new problems in it's environment and place them into "schemas" which are then used to categorize a problem/solution "case." As our AI plays games against opponents, it's ability to reason about problems and their solutions should (and do) become more and more defined effectively creating a game AI that adapts and learns while playing games of Starcraft. It is important to point out that the CBR module is designed to operate in a non-perfect information environment meaning that our AI only knows as much about it's game environment (or problem domain) as it can "see." Events that happen in the AI's "fog of war" go on un-observed. This CBR module is coupled with a Reinforcement Learning component and allows for "live learning" during gameplay as well as "offline" learning after matches. It enables the dynamic adjustment (weighting) of cases and solutions and the exploration/generation of entirely new case solutions to occur which is quite rare in most game CBR implementations. Each module is written in C++. This project has been nominated and presented at the 2010 ICCBR conference in Italy.
Artificial Intelligence
A 3D PC/Xbox 360 arcade style zombie survival game prototype where the player must fight off hordes of zombies and other nasty creatures racking up a large kill count and score. There is no end game, so the player is continually challenged with larger numbers of increasingly difficult enemies. Zombies! features 4 unique weapons including shotguns and flame throwers to combat 4 distinct enemy types--old school slow zombies, new school fast zombies, explosive suicide zombies, and hard to hit spider zombies.
Zombies! uses a game engine built entirely from scratch and required a focus on multiplatform development, reusable game engine designs, 3D graphics, and AI programming. It's an addicting game prototype with a lot of potential and was developed in less than 3 months with a team of 4 for a class project. Written in C# leveraging the Microsoft XNA framework.
PC Version (NOTE: requires .NET and XNA 3.1 redistributable to be installed and a video card that can render mipmaps which may not be in powers of 2.)
My vision of a Tetris clone featuring more challenging than normal gameplay (each level gets progressively harder--much more than most clones and the original). It features a water/surfing theme of my design. Other than that, this is your standard game of Tetris. This project was such an important experience as it allowed me to design and code my first decently sized game from the ground up using practical test-driven design methodologies. It was also my first experience designing game-specific user interfaces. Written in Java.
Browser Games
A playful website dedicated to the funny things my dear friend Mitch says. Displays random un-edited quotes from Mitch with fancy text animations.
Mitch, thanks for all the laughs and don't ever change!
A hackspace I use to share works-in-progress and experiment with random stuff! Nothing is guaranteed to work ;)
HackspaceA dungeon crawler rogue-like I made inside of Hackmud. It's fully featured with monsters, traps, items, loot(!), leaderboards, and sweet ascii art!
@bin lovely game :) really makes me want to make one of my own now :P
derivatives
@bin nice game :D reminds me of zork
piixell
GamesSeems nice ^^ Like the chest art
start
Questions, comments, or cool projects? Drop me a message, but please keep in mind I am not currently persuing any new opportunities at this time.