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Welcome to the Cube of Despair! |
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Hey, another three years has gone by so it must be time to update my page! Once again, everything you know is wrong.
I spent nearly four years at LucasArts, most of which was as the Lead Programmer on Grim Fandango. It got great reviews, and people tell me they love it. Gamespot really loved it. After that I was the Lead Programmer on another as-yet-unannounced adventure game for a short time before leaving for the research and development lab at Sony Computer Entertainment of America, Inc. Here I do research on how to implement non-photorealistic rendering techniques in real-time on the PlayStation2. Thus far most of my time has been spent learning how to program on the console, and woefully little on actual NPR implementation, but that is changing rapidly. I'm spending lots of my free time learning everything else game programmers usually don't know about graphics. I now live in the Sunset district of San Francisco, but not for long... I'm marrying the love of my life this summer and will probably move shortly after that. I'm slightly less unresponsive to e-mail now... Go on, give it a try!
Wow, two years later I blink my eyes, look at my webpage, and suddenly realize that there's not a single true thing on it. I'll keep the old page around for you to look at anyway since there's no way in hell I've got the time to come up with something interesting to write here in its place.
So here's the quick summary. I'm Bret Mogilefsky, and I'm 24 years old. That's a picture of me up above from two or three years ago, and I still look mostly the same except not so damned slaphappy. After a typically nightmarish childhood, I went to the finest institute of public learning in the world, UC Berkeley, to study computer science and applied math. Along the way I also learned about film and music and the German language and lots of other things that I'm still crazy about. Immediately before my graduation in Spring 1995, I was hired by the LucasArts Entertainment Company for a position working on an as-yet-unannounced adventure game with Tim Schafer. Life at LucasArts is a lot like life at Berkeley... There's tons of work to do, there are lots of late nights, and there are very cool people all over the place. I miss life at Cal, but (despite the lack of net) I'm living my dream here at LucasArts and wouldn't trade it for much of anything. I now live in beautiful Marin County and I wish I could enjoy the hiking around here more but right now work is number one in my life and it shows... Most nights I'm not home from work before 11pm. If you're a long lost friend who is wondering why I never call or write, well, it's because lately I'm flaky at returning messages that come from anywhere outside work. I'm sorry if I'm unresponsive, but please keep trying. Someday my game will ship and I'll remember to call you back.
If you need to talk to me, I typically receive mail from the outside world via mogul @ csua.berkeley.edu. Occasionally I slack and you might see me playing Quake via QSpy as "Mogul" or "Steel Monkey".
That's all for now... Bugs to fix and tools to code.