ARB Studios is an interactive technology development company. We are dedicated to the creation of the next generation cross-platform 3D engine and server technology. With our own in-house IP, we have created a process for developing interactive technologies from large scale games to training simulations with reduced overhead and predictable timetables.


Management


Aaron Boucher (Engine Architect)

With almost fifteen years of overall experience programming in C and C++, Aaron's primary discipline has been in game programming. Also, Aaron has over ten years experience with client server programming, having independently developed first generation MMO FPS technology which was showcased in the PC title Endless Ages, which maintained stability for three years under his supervision. With his expertise comes a strong knowledge of openGL, DirectX, shaders, code based 3d math, skeletal systems and cross platform development.



Alan Carter (Technical Art Director)

Alan Carter has been working in the game industry for 12 years. Over the years he has worked with over a dozen of game engines and technologies in both large and small development houses. His time spent in the industry placed him in the position to participate in all artistic aspects of game development with a focus on art and its efficiency. Starting work in the industry with a small independent development house taught him responsibility for the overall game. Moving to a larger team taught him lessons in working effectively within a group, collaborating on ideas, and sharing knowledge.

His primary duties at ARB Technology include, but are not limited to, assisting in the development of a proprietary Technology Platform, developing production pipeline policies and procedures, aiding in the design of platform features, aiding in the quality assurance of platform assets, developing art assets, preparing training material, training staff in areas relating to the use of the platform and technical art production, and communicating with the Lead Platform Architect / Developer.

Roger Arias (Business Development)

Roger Arias is an interactive entertainment industry veteran with over eighteen years experience in the software and games industry. He has licensed, produced or designed more than 60 successful properties. The products he has brought to market have aggregately generated over $600 million in revenues and include many hugely successful franchises such as; Dragon Ball Z, Yu Yu Hakusho, IMCA-Dirt Track Racing, Beachhead, John Deere American Farmer and many more.

Prior to his career in the software industry, Roger served on active duty as a United States Army officer and aviator. He served in Korea as a platoon commander flying UH-60 Black Hawks along the DMZ. He later served in combat as a pilot and Liaison Officer to the 7th ID G Staff during Operation "Just Cause" in Panama. He achieved the rank of Major while serving in the Minnesota Army National Guard, culminating in the position of the S3 Operations officer for the 2-147th General Support Aviation Battalion in 2004.

 
Networked MMO NPR Customization Particle Effects

This demo includes, mmo technologies, background asset streaming, server base artificial intelligence, path finding, finite state machine, pets, chat, persistence, character customization, shader programmable pipeline, normal maps, specular maps, glow effects, blooming, particles, trail effects, level of detail, popout, fade by distance, mini-map, compass, movable menus and more.

This click-and-play path finding example with interactive camera control includes, casual style graphics, shortest path finding, NPR Toon rendering, 2d to 3d picking, custom buttons, finite state machine, object triggers, dynamic physics changes, roll, slide and bounce physics.

This simple casual golf demo includes, casual style graphics, multi texture, effects, trail system, level of detail, tool tips, custom UI, movable menus, power meter, golf physics, multiple cameras and dynamic surface changes.

Global – Fixed Emmit effects, Matrix Spinner – complex attachments, Sprayer – interactive emitter, and Long Trail – animated emitter. Created through key-framed Color, Position, Rotation and Scale and are varied through random and sequential emissions and animations, area based emitters, particle lifetime, and min/ max durations for animation speed and emission times.


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