I am Evan Balster
, programmer of games, and I am for hire.
I'm a seasoned programmer with five years' experience as a hobbyist and professional C++ game programmer, with lesser experience in C#, Java and Unity. I write crossplatform code and have experience with PC, Mac, Linux and iOS.
I specialize in real-time audio processing
and have experience writing filters and effects, procedural audio, synthesizers, and dynamic music systems. I've also integrated MIDI controllers and voice pitch detection as means of controlling games and manipulating tools.
My audio systems are written with low-level code. They are fast
and low-latency, consistent
across platforms, and require no licensing costs or royalties
for third-party libraries -- you'll only pay for my time in implementing features and integrating them into your system. I'll generally build on my open-source audio engine
, so much of the work is already done.
In short, I can help you overcome the limitations your current technology places on your game's audio.
I'm also good at making tools, networking and serialization, procedural geometry and vector graphics.
My rate at present is $50 per hour
for work on indie games.
, my open-source portable audio engine, demonstrates my audio skills. I can be hired to add features or file codecs, build new implementation layers, or create software using this engine.
- Cave Story+
on Steam -- as lead programmer on this port (a long-running freelance job) I moved the game from Wii to PC/Mac, created a new sound engine, fixed numerous bugs, added a record/replay speedrun system, set up Steam statistics, leaderboards and achievements, added new game modes and interfaces and integrated seasonal content.
- Infinite Blank
-- a personal project presently on hold; a "massively" multiplayer drawing game with a persistent world created entirely by players. Written from scratch; all tools and interfaces original creations.
- Iowa State University VRAC
-- virtual reality audio spatialization research. Working under Dr. Chris Harding, I created a system for linking head-tracking devices to HRTF-based 3D audio rendering systems, and researched its effects on immersion.
If I sound like a fit for your project, drop me a line via E-mail:[email protected]
Feel free to ask questions in this thread.