Software Engineering Game Development
It was 1994 when I started making video games at the age of 14 by learning the C programming language. One year later I had formed a company and began marketing my first video game on dial-up, pre-Internet bulletin boards.
In 1998, I designed, developed and released Blast Thru. After signing a publishing agreement, boxed versions of the game found their way onto shelves in physical stores across North America and Europe.
In the early 2000s, I assembled and led a small team of software engineers, working together with artists, level designers and other creative professionals to release Catechumen and Ominous Horizons.
In 2012, I released my first realtime, online multiplayer game Hero Bash.
In 2015 I launched a Kickstarter for an idea I had to create a Zelda-like game with a science-fiction theme and procedurally-generated worlds. The project succeeded. With the help of 700+ backers and publisher Double Eleven, Songbringer was released simultaneously on PC, Mac, Linux, Xbox One and Playstation 4. Later it was also released on Nintendo Switch and iPhone.
My latest project is Wraithbinder, a roguelike game with multiplayer features now in Early Access.
Nathanael Weiss
...creator of worlds.
Software Engineering Network Multiplayer Game Design 3D Modeling Sound Design Music Business Development
In 2024, I delighted 15,000+ players on Steam with the design, development and release of Wraithbinder. It features a vast roguelike world with local and online multiplayer capabilities.
Software Engineering Game Design Digital Art Sound Design Music Business Development
In 2017, I delighted 60,000+ players on Steam and consoles with the design, development and release of Songbringer, featuring procedurally-generated Zelda-like worlds.
Software Engineering Network Multiplayer Game Design Sound Design Music
Hero Bash was my first realtime, online, multiplayer game. I coded 60,000+ lines of C++ including a backend Linux game server utilizing PostgreSQL. The multiplayer code is peer-to-peer, lockstep and performed well even on the 3G cellular internet of its day. The game was released for iPhone and iPad in 2012. Additional contributions: sound design, audio engineering, music production, business development.
Software Engineering Game Design
I led a team of software engineers and worked collaboratively with designers and artists at N'Lightning Software to develop two 3D, first-person video game titles: Catechumen (2000) and Ominous Horizons (2001). We engineered the games using C++ for Windows with DirectX and OpenGL. Catechumen was in development for 18 months, selling 86,000 copies and Ominous Horizons, 12 months, 50,000 copies.
Software Engineering Game Design Digital Art Business Development
I designed, developed and released 2 video game titles for RockSolid Software, a company I formed at the age of 15. Blast Thru (1998) was written in C++ for Windows using DirectX and Adventures With Chickens (1995) was written in C for MS-DOS using DJGPP. Both games were in development for about 12 months each. A publishing agreement was signed that placed boxed versions of Blast Thru in physical stores across North America and Europe, selling 60,000+ copies.