J. Scott Phillips

Austin, Texas, United States

Yearly Stats: $0 Earned |

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J. Scott Phillips

Passionate, dedicated video game developer. No game too small or too big. Skilled mobile and web app developer as well.

I have been making games for as long as I can remember. Started on an Apple II+, typing programs out of books and magazines and modifying them. I've never had a doubt about my career - I decided to be a game developer as a child and never wavered.

In 1995, I joined the newly-formed Ultima Online team and worked with some of the greatest minds in the industry. We shipped the overly ambitious, ahead of it's time project in 1997. It's still running successfully today.

I led the programming team for KingsIsle's Wizard101, originally geared to be a small boutique MMO, it has become a smash-hit juggernaut with ads on national television.

I co-founded Hellfire Games, Inc. in 2010, a small indie game studio that works closely with Sony. We developed many of the key games and technologies in PlayStation Home, helping to bring the struggling virtual console world some mainstream gaming in the form of Novus Prime, a multiplayer co-op RPG space shooter, Home Hold'em, a modern Poker game with matchmaking, and Home Tycoon, a 3d city-building game where you can visit each other's cities and perform various activities together, including building stunt and race tracks and driving together.

I contributed to the new PvP MMO Crowfall, creating a physics-based sandbox in Unity that made creating and debugging multiplayer gameplay much easier.

I'm ravenous for learning new technologies. In 2009 I accurately foresaw Unity's potential to take over the industry. I have concentrated most of my learning efforts towards Unity as a result. I also have kept a close eye on JavaScript, and started to create small game servers with Node.js.

I have shipped dozens of titles with Unity at this point, written ad network plugins, hardware interfaces, created Bitcoin-based micropayment systems within it, and much more.

And I'm just getting started!

Work Terms

I work all hours, depending on availability. It's not unheard of for me to work 100 hours in a week, if the situation calls for it. When undertaking big projects with significant risk, I do require a modest up-front payment, with an option to place the first payment on reception of a brief proof of concept demo if need be.

I prefer communication via Skype or Slack.

I can host projects myself on self-maintained servers on the Google cloud, using the project-management system Phabricator to keep up with projects (it handles defect tracking, project planning, source control, and a wiki, etc). I can also host the project on my gitlab.com account, or use your pre-existing project management solution.

Thanks for reading, and I hope to work on your magnum opus soon!