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Online Resume |
MobyGames |
T. B. Trzepacz |
Phone: | (818) 588-6344 | |
E-mail: |
Professional Experience |
2009-Present | SoftEgg | Los Angeles County, CA | |||
Independent Developer | |||||
I launched my first internally developed product in 2010, a music creation program called "Rhythm Core Alpha" for the Nintendo DSi, originally sold in the Nintendo DSiWare Store, then later in the Nintendo eShop on the Nintendo 3DS. It was sold in the Americas (North and South), as well as Europe, the UK, and Australia. A second version "Rhythm Core Alpha 2" was released in 2013 which expanded immensely on the feature set. On this project I have handled everything: programming, art, sound (lots of sound!) and all manner of production and business management tasks. A year later, the song converter Auralie Treblemaker was released as a web application on the Rhythm Core Alpha website. In 2016, I won a residency in the Supplyframe Designlab for my design of the NanoEgg Synthesizer. In 2018, I retained the rights to the Stylish Belt Buckle Music Synthesizer project that we had originally designed for MAGwest, and have been working since then to manufacture it and bring it to market. This was supposed to happen in 2020, but between COVID and our attempts to move the company to Germany, it has been delayed multiple times. SOON! During all of this, I continued to do freelance contracting work for companies like ACCX Security, MoviTherm/MoviMed, and other small companies in computer security that don't like their names mentioned. |
2004-Present | SoftEgg Enterprises | Los Angeles County, CA | |||
Freelance Contractor | |||||
SoftEgg is a full-service consulting, creative and technical services company. I have worked and bid on all manner of freelance contracts, from programming to website construction, from IT work to antenna wiring, from managing outsourced contracts, to military contracts.
There were so many other projects where I did a ton of business development, and pre-work to prove that we could do the job, only to have the deal disolve under me when the project was cancelled before it started, acceptable terms could not be reached, or the customer ran out of money. In the end, I fired all of the website customers, and decided to concentrate on internal product development, and only took freelance work occasionally with engineering companies that I knew were reliable. No more business development for free! |
1995 – 2002 | SoftEgg / Adventions | Columbia, MD | |||
Producer, etc. - Princess Maker 2 | |||||
Princess Maker 2 is a raising-up game for MS-DOS by Gainax of Japan that I attempted to get released in the United States. The effort to bring Princess Maker 2 to the United States was entirely a home-grown effort. I was responsible for initiating the project, which was initially placed under the auspices of my friend David Leary's company Adventions. I contacted the Japanese company Gainax and, along with David Leary, worked out the licencing details, resulting in our initial two year license. I directed all aspects of the project's completion, and personally handled the programming (with Bryan Buck), art modifications, and manual layout. When the game was complete enough to show to companies, David Leary acted as the head of Adventions to contact companies to sell the game. Alas, he was unsuccessful in his efforts to sell the game, so I formed SoftEgg to handle the task of finding distribution. At that point in time, I was working full-time for Working Designs, but I had the full blessing of that company to complete my work on Princess Maker 2. After a long and discouraging search (MS-DOS games were on their way out) I finally was able to license the game to Intracorp (aka Capstone). They, in turn, licensed the game to Ignite (aka Inscape, aka Graphix Zone) which had financial troubles and quickly disappeared. Intracorp, filed for bankrupcy soon after, and Princess Maker 2 was never released as a result. Still, I feel the effort with Princess Maker 2 was a valuable one, as it shows my capacity to act as a producer and manager as well as a programmer. Although the effort was unsuccessful, I feel that we may have been more successful with another product on a different platform. Trying to release an MS-DOS simulation game (particularly this one) in the shadow of Doom and Windows 95 would have been a difficult task for any company, and we made the best possible effort. |
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