My name is Christopher Neptune, but I just go by my middle name: "Thomas". I'm a game developer, 3d animator, and general tech tinkerer. I've been making video games for as long as I can remember. I made RPGs for my elementary school friends with RPG Maker on the Playstation 1, and I've been crafting stories and experiences in interactive mediums ever since.
I enjoy pushing the boundaries of what's possible with our existing technology to create unique experiences. Keeping one foot in the restrictions of today's technology and another in the potential tech of the future allows me to constantly iterate and innovate upon the shoulders of giants.
And yes, that really is my last name.
Contact Me
Avatar Partners
October 2023 - March 2024
Role: XR Developer II
As a XR developer for Avatar Partners, I:
• Developed groundbreaking simulations for Augmented Reality, Mixed Reality, and Virtual Reality devices
• Led the development of high-performance, adaptable codebases, ensuring seamless functionality and optimization across all supported devices
• Integrated the Netcode for GameObjects package within Unity, empowering the development of immersive real-time multiplayer experiences
• Championed a culture of continuous improvement by identifying and implementing process enhancements, elevating project quality and workflow efficiency for the entire team
• Collaborated closely with subject matter experts to create accurate simulations of real world scenarios
• Implemented CPU and GPU optimization techniques for new and existing applications, providing visually smooth and immersive experiences across various hardware configurations
School of Dragons
January 2021 - May 2023
Role: Senior Unity Developer
As a senior developer for School of Dragons, I:
• Developed and maintained code base for a licensed Massive Multiplayer Online game with a 100k daily active user count
• Worked alongside designers to architect solutions that implemented intricately designed monetization features
• Implemented efficient C# code that worked across multiple platforms such as Android, iOS, Amazon Fire, Windows, and OS X
• Improved networked multiplayer communications between client and Azure servers to optimize server response times
• Iterated on internal processes to accelerate work efficiency for a team of over 20 people
• Integrated new tools into the workflow allowing for high-quality content creation within the game
• Utilized Jira to perform peer code reviews, track and maintain velocity through sprints, and identify bottlenecks for releases
• Wrote clear and concise documentation on workflow processes through Confluence for current and future employees
• Took advantage of key Perforce features to integrate solutions into the build pipeline
• Performed SQL queries on user accounts to identify and address customer service issues
• Collaborated with community manager to produce detailed patch notes for new releases
• Communicated directly with player base in a friendly and inviting manner to improve player relations
Risk and Strategic Management
January 2019 - January 2021
Role: Unity Developer
As a Unity Developer for Risk and Strategic Management, I:
• Worked with programmers and designers to develop training simulations
• Produced full games and immersive Virtual Reality courses for high-end peripherals such as the Oculus (Meta) Quest 2
• Ported Virtual Reality applications to the Oculus Go by utilizing performance-oriented Android development standards
• Deployed ported desktop applications to WebGL and optimize performance by utilizing Amazon AWS services
• Wrote documented, reusable, and optimized C# code for Unity 3D applications
• Migrated existing projects and implemented Git into the workflow to back up projects and roll back changes as needed
• Utilized profiling tools to record CPU, GPU, memory, and power metrics to fix performance issues during production
• Utilized Asana to communicate with the team, keep track of progress, and address roadblocks
• Produced engaging animations for immersive learning exercises
• Programmed ILM-certified educational and informative safety training simulations for clients
• Crafted high-fidelity game textures utilizing the Adobe Creative Suite
• Researched and developed cross-platform multiplayer experiences
Pica-Link
Pica-Link is a puzzle game where you connect lines of certain lengths and colors to reveal an image. It started out as a completely different project but I scrapped everything except for the puzzle elements to cut down on the game's scope.
The challenges faced during development ranged from complex data serialization, draw call optimizations, automating multi-platform build systems, and pulling data from a server. The project was an invaluable learning experience for me and it's one of my favorite games I've made on my own.
It features a robust level editor and several levels. Give it a try!
My Arcade repair Shop
My Arcade Repair Shop is a demo I made from the ground up as both a tribute to a hobby I love and to showcase my ability to create complex systems within Unity. You can repair arcade games in this game and play them too! Replace broken buttons, degauss monitors, solder new chips on game boards, and more! Then use the money you make to buy new parts and decorate your shop!
It was a really fun project for me, but public response was lukewarm at best, so I moved on to other projects instead. Never say never though, I'd love to come back to this game again sometime and really make some fun experiences with it!
Mona and the Witch's Hat Deluxe
Mona and the Witch's Hat Deluxe is my second homebrew game and the definitive version of Mona and the Witch's Hat. It has new features that take advantage of the Game Boy Color handheld system. It features a new original score, color graphics, and additional tweaks that further enhance the experience compared to the original game.
It also had a short, limited-run physical release through Catskull Games!
A-Escape VR
A-Escape VR is an escape-the-room game built from the ground up for Virtual Reality. A-Escape VR started when my friends and I went to a local escape room business, A-Escape, for a friend’s birthday. When we left, a friend suggested that I contact A-Escape and offer to turn their real-life escape rooms into a VR escape room game. After a few emails, they met up with me to discuss what would be involved with the creation of the game, which eventually led to me being contracted to complete the game.
The primary challenges of developing A-Escape VR came from how new Virtual Reality was for me at the time. At that point, I never made content for VR beyond simple Google Cardboard and Oculus DK2 demos without hand controllers, so creating content for the HTC Vive and the Vive’s hand controllers was something I had to figure out mostly on my own. Another challenge for me was finding parity between the Vive’s control scheme and the virtual representation of the locks found in real-life; many iterations of each lock were made, tested, and experimented with before we decided on a control scheme that we believed worked best.
The game was made in direct partnership with A-Escape. William Tharrington of A-Escape is the one who provided room layouts and oversaw every step of the creation process, greenlighting every room design and every decision I made during development.
When development of A-Escape VR was complete, I walked away from the project with a better understanding of Virtual Reality and the design challenges Virtual Reality requires, from both a game design perspective as well as from a technical perspective.
If I were to go back to A-Escape VR, I would have replaced the interaction system I made from scratch with the interaction system from the Virtual Reality Toolkit. With the VRTK’s interaction system in place instead of my own, I could have released the game at the same time for both platforms (Vive and Rift) and could have also focused on a better implementation of the underlying control scheme and lock mechanisms.
From A-Escape:
"Thomas Neptune approached our business after completing one of our Escape Rooms with the idea to turn our rooms into VR games for sale in the growing virtual reality gaming industry. He presented a plan of action and we negotiated a contract to create A-Escape VR. Thomas kept us updated throughout the entire process, and was an absolute pleasure to work with. Once the game was complete, Thomas facilitated the launching of the game through Steam. He also handled all facets of advertising and getting the name out there. Since released, Thomas continues to regularly release patches and updates for the game, and is incredibly fast to address any issues within the game.
Thomas’ professionalism is refreshing. His problem solving skills are top-notch, and his ability to design, implement, and follow through with projects is what made our experience working with him so rewarding."
Puppy Chef Academy
Puppy Chef Academy is a cooking game for Virtual Reality, made for my New Media department’s senior capstone course. It is a game that blends elements from other games such as Cooking Mama and Job Simulator to create a stress-free environment to learn culinary skills without the mess of a real-life kitchen.
What makes Puppy Chef Academy so unique in its development is how it’s structured; early on in development I knew I would be collaborating with the other two members in my team, so I had to make tools that would make the development process easier not only for me, but for my teammates as well. These tools would have to be clear in their functionality so that an artist and a modeler could experiment with how their work actually looked and functioned in-game without having to dig into the underlying code.
As the director of Puppy Chef Academy, I was in charge of working with our producer to set deadlines for the team, and worked with the modeler to ensure that the models fit the project’s standards set by me. My role was crucial; without former experience in game development, it would have been easy to set our expectations too high and set unrealistic goals, however, I was able to set a clear goal for each of our members tailored to their strengths, and led all of us to the completion of a finished demo that we were all proud to present.
Since the project's first public showing, we've all gone our separate ways. The project has since been completed by myself with the goal of making cooking approachable for anyone of any skill.
Flairtender
Flairtender is a VR bartending game made by Robert Frank. Early on in development many users requested a Tiki bar for the game. Being a fan of the game myself, I used my 3D modeling experience to make a Tiki bar and sent it to the developer and asked if it could be featured in the game.
A few updates later, the tiki bar was added. Flairtender is one of the first and best bartending VR experiences available, enjoyed by hundreds of Youtubers and Let's Play-ers across the world.
From Robert Frank:
"I am the developer of Flairtender, a virtual reality bartending game. I ended up releasing the game on Early Access through Steam, and it had been out for a month or two at this point. One day, completely out of the blue, Neptune contacted me and noted that in a development road map I had considered adding additional scenes / bar types for my game. He then offered to create a "Tiki Bar" scene, to add to the variety of Flairtender. As a one man team, my budget and art skills were extremely limited, however he generously offered to create this free of charge. Only a day or two after this conversation, my inbox was greeted with a well made Tiki Bar 3D model that is now actively available in Flairtender. It includes see through netting, bamboo paneling, and typical tiki type lighting. In addition to the main bar, several props were included (life raft, ship steering wheel, and surfboard sign), which also look fantastic and help with immersion.
We have continued to chat about game development still to this day. A month or two ago, I was discussing with him how I could add human customers to the game. He was able to help me get a few pre-made assets working, and also created several custom animations that I still use today. He created a "standing idle with drink", "sitting idle with drink", and several dart throwing animations and reactions. These animations literally give the game new life that it never had before, and his knowledge of animation has been invaluable to me in the process of learning game development."
American Museum of the House Cat (360 Tour)
This is the most recent 360 tour I've made using a Gear 360 and A-Frame. The owner of The American Museum of the House Cat was gracious enough to allow me to create a virtual 360 tour of his massive collection of cat merchandise turned museum. Here you can look at some interesting pieces inside the museum and even read about some of the most interesting pieces such as a cat mummy and a petrified cat. Can you find the Andy Warhol paintings?
The White County Historical Courthouse (360 Tour)
The White County Historical Courthouse is located in Cleveland, GA and is the resting place of the town's original courthouse. The courthouse now serves as a museum of local pottery, crafts, and history. This first-of-its-kind virtual tour of the courthouse lets you navigate the courthouse and read about various parts of Cleveland, GA's history. It is my first A-Frame project that uses images taken with a Gear 360 camera to create a virtual tour of a real life location.
Home
"Home" is my first WebVR project using A-Frame as a basis for portable VR experiences. It's an experimental work that was made for an interactive web design course, and features different scenes taken from the real and surreal world connected by a hub that embues parts of both.