House Trek trailer released on videos page

You can also play it right here.

This – the impending redesign and rerelease of the old House Trek videos I made in 2001-2004, marks the early stages of a lot of my movies from the past sixteen years, even a lot of fairly embarrassingly bad ones, winding up overhauled, and put on the internet. If you acted in any of my videos, please contact me via the contact page on! I will need contact info for all the past cast members on old projects, who haven’t already signed talent release forms. A talent release form, by the way, is basically a form in which the actor agrees that their image/voice/likeness as recorded by me in a video work, can be placed online. My version of the talent release form is distributed by ESignGenie, which lets you sign it digitally, via email, which is still legally valid. My version of the form is longer than a standard-issue release form, as it also defines terms of compensation for actors, and applies to video games, still art, and interactive media, not merely video. Some of you have already given contact info and agreed to my broad terms but there are a number of holdouts or people I have proven so far unable to reach. If that is you, please email me, again using the contact info page on

Spiral Skies news

This little note was originally posted July 10, 2016, had to be reconstructed due to SSL transition and such.

“Spiral Skies – and some other games – now in Unity 5? Yes. (Maybe)

I am exploring the option of using the Unity 5 engine to make a realtime 3D version of Spiral Skies. This is part of why this has been delayed further – I am pushing into full realtime 3D and that involves a lot of optimization but Unity is fortunately a good choice for this kind of project. In some ways the realtime version is weaker but in most respects it should end up looking way better. Apologies to anyone who wanted the 2D version in Construct 2, but this has a lot of potential if I can make it work correctly.”

UPDATE, as of February 10, 2017: It’s not perfectly functional yet but is progressing nicely – I’m doing most of the interactivity using PlayMaker for this game and it is turning out pretty well so far, great learning experience potentially highly applicable to future games.  Will post more visual content before long, as soon as is designed fully and ready for widespread attention.  I’ve registered that domain but nothing is there yet, will be soon but not yet.  Suffice it to say that I’ve raised my aim as far as visual fidelity is concerned, and given the enormous, incredibly aggravating and nearly endless frustrations I’ve had with WebGL debugging and output in general (*grumble grumble*) I am only likely to release the game as a downloadable app for Windows, Mac, & Linux, and Android/iOS users will probably find that disappointing, as will the people on NewGrounds & Kongregate who wanted the game to be playable there, but… it’s the best I can do at the moment.  Sorry.