contact me

Hi, I'm Philip

I Make Games.

I'm Experienced.

I'm Qualified.

I'm Logical.

I'm Creative.

I'm Innovative.

I'm a game developer

I was a lead programmer and designer at developer Stickmen Studios, where I managed a team of 12 and produced Doc Clock : The Toasted Sandwich of Time. Doc Clock was released on Nintendo Wii, Playstation 3, and through Steam and Onlive for PC and MacOS.

In my spare time I work on experimental gameplay concepts such as the interactive children's story book The 8 Hour Dragon, and the procedurally generated murder mystery The Butler Did It. I've also written a number of web games including Terraform Mars and The Duel.

I'm currently developing a puzzle-adventure game called 39 Days to Mars. I've written games in C++, C# and Javascript. A full list of my projects can be found at my website surrealix.com.

I'm an engineer

I am awaiting results for my Doctoral Thesis.

I earned a Bachelor of Computer Engineering from the University of Canterbury, New Zealand and graduated with first class honours. My PhD research was performed at the Computer Science Department, and with the Graphics Research Group at Lund University, Sweden.

The University of Canterbury ran a graduate profile about me and my research.

My résumé is available here.

I'm a programmer

I develop primarily in C++, C# and Javascript, and have experience in PHP, Visual Basic, Python and Java. Aside from game programming I also write other miscellaneous programs.

My Autumn Evening entry won JS1K, a competition for javascript programs less than 1kb in size.

The Twitter Language Challenge Bot is a tool I wrote to help people increase their abilities in a foreign language.

I've also written a simple and elegant online timer.

I'm an artist

I enjoy graphic design and digital art, and have worked on several projects as a freelancer. Examples of my work can be found in my art portfolio.

I'm a researcher

I was awarded funding from the New Zealand Foundation for Research, Science and Technology. I developed software that automatically creates 3D models from concept artwork, as well as methods to understand and manipulate visual style in game art.

Philip Buchanan Doctoral Thesis Submission Artistic Content Representation and Reconstruction based on Visual Style Features University of Canterbury, March 2014

Philip Buchanan, R. Mukundan and Michael Doggett Automatic Single-View Character Model Reconstruction In Expressive 2013 (Sketch Based Interfaces and Modelling), July 19-20 2013, Anaheim, U.S.A.

Philip Buchanan, Michael Dogget and R. Mukundan Structural Vectorization of Raster Images In Image and Vision Computing New Zealand (IVCNZ '12), Dunedin, New Zealand, 26-28 Nov 2012, pp. 319-324.

Philip Buchanan and Michael Doggett Transferring Characteristic Proportions to Modify the Artistic Style of Cartoons In Computer Graphics International, June 2012, Bournemouth, UK.

Philip Buchanan, Hartmut Seichter, Mark Billinghurst, and Raphael Grasset. Augmented Reality and Rigid Body Simulation for Edutainment In Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology (ACE '08)

Philip Buchanan and Richard Green. Creating a view dependent rendering system for mainstream use. In Image and Vision Computing New Zealand, 2008. IVCNZ 2008. 23rd International Conference

What can I do for you?

My Resumé

I'm an experienced game developer, and I'd love to bring my knowledge and expertise to a creative and innovative company. Drop me a line through e-mail or twitter:

[email protected]

@philipbuchanan

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