Austin  Palmer

I am a software engineer, musician, and wannabe artist currently living in the Provo Utah area. I am ambitious, self-driven, and have enough goals that I know exquisitely how little time there is in a day.


InsideSales Globe

I backed the Oculus Rift Kickstarter and received a DK1 as a result. I brought it to work one day and showed it to some of the managers. Ideas got spinning and they decided to purchase the Dev Kit 2 version of the Rift.

Upon its arrival I was given the opportunity to take it home and get familiar with it. While I had it in my possession, I decided to try some Unity3D programming with it and duplicate the "Comms Center" that they display in the waiting area.

This Project was completed in 6 hours, and while not an application particularly suited to the Rift, It still proved an interesting learning opportunity.

E Science Labs

While working for Ping Software as a contractor we were approached by a company called E Science Labs. They sell educational tools and kits to educators and schools. The asked us to build for them an application that teachers could use to teach human anatomy. The application shown is the result. A year later they asked us to produce a similar product but this time for cellular biology.

These were developed in Unity3D. As both projects were for the use of E Science Labs, I cannot make it available to the general public.

Senior Project

In my Computer Science undergraduate program, the final class we were required to take was Senior Project in which we were required to spend 156+ hours in design and development of a chosen application with a selected specific focus which was outside the curriculum of the CS program.

I chose to focus on GLSL Shaders and using them to create a system which demonstrates dynamic infinite terrain generation. I did so using as simplex noise algorithm inside the geometry shader to deform a plane in real time.

A zip file including all the code from the project may be downloaded Here

Galactic Fighter

In this game the player selects an empire, generates a galactic map and then, distributes 'fleet points' (representing the other the other military assets within the empire) among their owned planets for defence. The player must then select enemy planets to attack at which point the game switches to a vertical shooter where they single-handedly take on the enemy fleet currently amassed in that location using their fighter which they can improve through purchase of upgrades at the end of each turn.

This was developed in Unity3D. There are still many bugs in the code, some quite visible that affect the functionality. Be reminded that this is an unfinished project. a web player version of the turn based strategy section may be played Here


Shortly after finishing our contract work with Ping Software, myself and a friend engaged in our own game development. We decided to try our hand at something simple to start with. This was a Foosball game made in Unity3D which was targeted at mobile.

The game was designed for touch, but may be used with the mouse. The game may be accessed Here

Last Hero Standing

Last Hero Standing was a joint attempt at Ludum Dare 25 involving myself and Glen Moyes. This was my first time using Unity3D. It was a turn-based puzzle game where you guide a group of heroes through the act of stealing a bag of gold from a monster.

I would have put up a link to a playable version of this, however, the SVN repository was removed from our Assembla host. If you would like access to the code, feel free to contact me.

Capital Ships

During a short period I was doing a "thing-a-week" where I would spend a week working on implementing a set of game mechanics using Unity3D with a time limit of one week. Many of the things that came out of that practice were good tests of the mechanics but not worth showing on here. This was the exception.

It demonstrates my idea of flight mechanics for a large capitol ship in 3D space. I also took the opportunity to experiment with the Unity particle system and using sound. The prototype can be accessed Here

The Fringe

During my work for Ping Software I was commissioned to work on a game called The Fringe. I enjoyed the opportunity to help with the design work and was then put to work on developing the code for the fighter level flight mechanics, weapon systems, and networking.

Before I was moved to a different project, I had finished an engaging 3rd person flight system, controls, weapons, and the networking was also in a functional state. I was even able to add some nice particle effects for the engines. Unfortunately I don't have any screen shots of those features, and I no longer have access to the code base as I have moved on from Ping Software.

Trakker 2

In my Human-Computer-Interaction class we were tasked with selecting a computer interface that needed to be created or improved and and then to design and implement that interface.

At the time I was looking for an opportunity to redesign the "Trakker" application I had designed several semesters previous which was mobile application designed to help people track time spent on various tasks during a day. The application may be accessed Here


This project was my attempt at Ludum Dare 24. The theme was evolution and my plan was a game where the player played as a small creature that fed on plant particles, avoided being eaten, and at the end of its life-cycle, mated with another creature of its species.

Genetic traits of speed, strength, and dexterity were represented with RGB values (respectively) and so the player would choose the next generation traits (to some degree) by mating with other creatures with desirable traits (again, based on color.) The prototype may be found Here


I had the opportunity to take several classes in Geology during my time at school. One of those classes required us to memorize 85 index fossils. This is a tool I created in about a day to help myself and the rest of my class, memorize the various fossils and their pronunciation.

The memorization tool may be accessed Here

SCRAP Prototype

This was my first foray into HTML5. I used the Propulsionjs HTML5 game engine and it was intended as a prototype for the main mechanics of a game that I and a friend were developing at the time.

The mechanics implemented in this prototype show how the player can fly around and pick up modules for weapons, armor, and engines which increase your fire-power, damage resistance, and speed respectively. The prototype may be accessed Here


The following are a few links to my resume, school transcript, and letters of recommendation I have received.