Phil Chu


A résumé created with


working for myself

– Present

Providing consulting and contract software development while self-publishing apps and games.

working for the man

Journeyed through the semiconductor, defense, space, computer graphics, mobile Internet, and video game industries.



Talk Dim Sum

developer at Technicat
– Present

Your dim sum companion. Read about dim sum and learn how to pronounce the dishes. Available on and the App Store.


developer at Technicat

Be the ball! A Unity reimplementation of the classic bowling game, licensed from Hyper Entertainment. Available on, Steam, and the App Store.

Cinefex iPad Edition

developer at Cinefex
– Present

An iPad reader for the Cinefex visual effects magazine, with extras such as videos and image galleries. Kept it up and running over the march of iOS evolution, fixing, updating, and optimizing in-app purchases, user interface, video...

Learn Unity 4 for iOS Game Development

author at Apress

An introduction to game development for iOS using the Unity game engine and an example bowling game (super simple version of HyperBowl).

RC Rally

programmer at Heavy Water

A Playstation Home multiplayer racing game.

Blue Mars

programmer at Avatar Reality

A 3D virtual world implemented in CryEngine. Supported third-party developers, documented the Lua API and framework for creating minigames on the community wiki (a CryEngine wiki even copied part of it!), tweaked physics, updated Scaleform integration, modified CryEngine to work with Scaleform IME (for localization).


programmer at Izware

A nifty 3D modeler originally developed at Nichimen Graphics. Updated to work on Windows XP.


programmer at High Moon Studios

A vampire western for Playstation 2 and Xbox. Worked on various HUD elements, PAL support, demo builds, implemented multiplayer split-screen, added designer-friendly Lua interfaces for audio, health bars, etc.

Fugu Games

developer at Technicat
– Present

Small games released as webplayers, Mac widgets, and mobile apps.

Tech Deck: Bare Knuckle Grind

programmer at Visionscape Interactive

A skateboarding game bundled with Tech Deck figures. Implemented installers, dynamic shadows, video, a build system.


programmer at Hyper Entertainment

A 3D bowling game, rolling in fanciful locations. Took over for the original lead programmer, updated attraction version of HyperBowl for localization, new lanes, optimization, new graphics cards, arcade and PC support.


programmer at Neomar

One of the first mobile web browsers, conforming to the WAP standards. Implemented an HTTP proxy for the Neomar WAP gateway, supporting the Neomar mobile web browser on Blackberry pagers and Palm devices, launched on the Motient service.

Leverage for Scheduling

programmer at Interval Logic

Supply chain scheduling software for semiconductor fabs. Managed the group reponsible for installation, XML interoperability, and user interfaces.

Leverage for Planning

programmer at Interval Logic

Supply chain planning software for semiconductor fabs. Upgraded from Tcl to TclPro.


consultant at Nichimen Graphics

Successor to N-World, used to make Gollum. Fixed some code and visited 3D hardware vendors in Silicon Valley to get test cards and chat about OpenGL.


programmer at Nichimen Graphics

A 3D modeling and animation package, used for Mario 3D. Ported from IrisGL to OpenGL on SGI workstations, then from Irix to Windows NT, all in Franz Allegro Common Lisp (and a bit of C). Manager of core software group (all the libraries - graphics, audio, UI, security...)


programmer at Johns Hopkins Applied Physics Laboratory

An expert system for submarine simulation. Added multiplayer network capability to support participation wide area networked exercises (donned a submarine uniform and took part in two of them myself).

Proposal Entry Processor

programmer at Space Telescope Science Institute

A syntax-directed Emacs mode used by astronomers and Institute staff to prepare and edit Space Telescope observation proposals.

Database Accelerator

programmer at Massachusetts Institute of Technology

A computer architecture based on content-addressable memories. Implemented compilers and simulators and simulations for the Database Accelerator and Content-Addressable Parallel Processor.


programmer at Texas Instruments

A VLSI layout synthesis tool, used in-house to design new products, running on TI Explorer Lisp Machines. Added optimizations and other improvements, skipped most of the meetings (also an optimization).


student at Massachusetts Institute of Technology

Bachelors thesis project implementing an Othello game in Multilisp (Multello) to run on the Concert 32-processor computer, trying various parallelism strategies to compare processor utilization and final performance.


student at Massachusetts Institute of Technology

Part time student work on a graph display for the the START natural language parser, then running on Symoblics Lisp machines.



App Development

  • Flutter
  • J2ME
  • SwiftUI
  • Xamarin

Game Development

  • CryEngine
  • Godot
  • Havok
  • Qube
  • Renderware
  • Ren'py
  • Scaleform
  • Unity
  • Unreal


  • Direct3D
  • OpenGL
  • Processing


  • 6502
  • C
  • C++
  • C#
  • Dart
  • Java
  • Javascript
  • Lisp
  • Lua
  • Objective-C
  • Perl
  • PHP
  • Python
  • Swift
  • Tcl


  • English



Native speaker




Kdrama phrases



  • adoption
  • cat cafe
  • lucky cat
  • samurai cat


  • Asian-American fiction
  • graphic design
  • graphic novels
  • history
  • philosophy
  • scifi
  • spy stories
  • technology


  • kdrama
  • scifi
  • MMA


  • English
  • Spanish
  • Chinese
  • Korean
  • Japanese


  • Motown
  • NPR Podcasts