1: How did you get started creating and designing games?
1995 : DOOM ; they made it so you could "MOD" the game ; aka create your own content. I started building levels, then sounds, then textures, then complete level packs. This was my gateways.
Many years later in 2012 I had gathered every skill necessary to create a game by myself *except* programming and so I decided to finally teach myself programming also.
Since that date I have now completed 7 games by myself.
2: Why were you interested in going into this field?
Most work is dull, repetitive, lacks any creativity, pays very low in both real wages and in non-tangible rewards. While I have rarely gotten paid for my game related projects in money I have enjoyed it immensely and it has been very creatively rewarding.
3: Did you go to college? (if so, where?)
I attempted college three times and had to drop out all three times due to lack of finances. Most of the time at my college age I was working for minimum wage. After dropping out the 3rd time I had to pay back thousands of dollars in student loan depth which took about 10 years which has discouraged me from going back other than for 'one class at a time, pay as I go" basis which I have done a few time for art classes.
4. What games have you worked on/created?
Games, Mods & Projects that I contributed to in various artistic/design ways:
Wizard World for Tapwave Zarux
Eligo for Palm devices
GravBlox for Palm devices
Hexen 2 CTF
Shotgun Messiah for Q2/ Action Quake 2
Space Base for TF2
NightWatch for HL
Wages of Sin for SiN
Marvin the Martian for Q3A
#1Image map pack for DOOM/DOOM2
Maybe other stuff thats escaping me at the moment?
Games that I programmed &/or did by myself
- Pirates Treasure ; a match 3 game written in DARKBASIC. Ran slow so I learned C and rewrote it as ..
- Pirates Jewels : my C re-write of Pirates Treasure; except when I went to publish it on the iOS App store the name "Pirates Treasure" was taken so I renamed it.
- Holiday Cheer : a re-skin of Pirates Jewels to capitalize on the Holiday App Market. This took me about 2-3 weeks of work. My largest grossing game as of yet.
- Space Chickens VS Angry Zombies : A small platformer where you play a space chicken saving the world from a zombie invasion. The controls didn't turn out too well so I need to go back and update it when I have time.
- Leprechaun's Luck : A fairly simple mobile game where a Leprechaun runs around picking up gold and avoiding insects like Lady Bugs and Ants and puts them in his pot of gold to finish the level. I wrote it because Holiday Cheer was making the 'most' money I had so far and I hoped this holiday themed game would get more sales. I sold 4 copies on Android store and about 3x that on iOS. Controls were a little laggy and need rework but not worth my time for less than 20 customers at .99 cents a pop.
- Nanobots : a small shootem up I wrote in Unity 3D to teach myself Unity. Largely done by gathering different tutorials and finding what I needed to get a basic game going. Also this project introduced me to programming in C# which I found fairly simple to pick up after C/C++. Was not released.
- Pirates Jewels II : A complete Object Oriented C++ rewrite of my match-3 engine. I hoped to use this as a future framework to create more match 3 games like Holiday Cheer II. I was able to create some amazing new features (for me) including an artificial intelligence driven gem battle against another pirate. No one took the game for 3 months until recently Desura finally took it. Pretty sure it sold 0 copies so I'm done with gem games

- One Minute of Light: Having been working on my Unity skills I entered the Ludum Dare 28 competition and create this short game in 48 hours. Released on webplayer free as part of the competition.
Mind you ; I did all these things while maintaining a day job in the IT industry until 2013 I got a job as a Software Engineer after teaching myself Java.