Joshua Sera, Flash Programmer

me@joshsera.com

Selected projects

Suncadia full size »

Suncadia Real Estate

An all-Flash site with an XML backend. The site is designed to showcase this real estate company's properties and includes videos, dynamic listings for multi-million dollar vacation homes, and a live webcam.
Engine Interactive full size »

Engine Interactive - Business site

This site uses standards-compliant HTML, cross-browser DHTML courtesy of jQuery, and a fun browser back button hack in the jobs section to provide a usable, progressively enhanced experience for prospective clients.
Wet Paint Group Art full size »

Wetpaint

For this community-based collaborative art site, I was asked to enhance the existing functionality and UI by adding various improvements such as a folksonomy, ratings and commenting ability. To do so, I used PHP and MySQL, plus AJAX for the interface components.
Diego's Dinosaur Adventure full size »

Diego Dinosaur Adventure

This was a downloadable suite of games done for Nick Jr. As lead programmer, not only was I responsible for overseeing 3 other programmers, and making all technical decisions, I also had a hand in QA, and final tweaks to gameplay.
Nickelodeon Kid's Choice Awards full size »

Nickelodeon Kid's Choice Awards Desktop Blimp Toy

Using mProjector, I created full-screen downloadable toy that's cross-platform, performs well, and was fun to create. Especially challenging was writing routines to make sure that only the relevant parts of the screen were updated on each frame.
All Star Skate Park full size »

American Dragon - All Star Skate Park

This was the number one most popular game on the Disney Channel web site when it was launched, breaking game pageview records for that site. In building the game I utilized 3D math and camera systems. The positions of all elements on stage are stored as absolute positions, but then displayed as relative to a camera, making scrolling and changing viewpoints very easy.
Raven Pinball full size »

Raven Pinball

This project was challenging due to Disney requiring that it be playable by users whose machines had, at the low end, a 500mHz machine with 256mb of memory. At the same time, it needed a fast, accurate physics engine. Achieving both goals meant using a grid to cut down on collision tests, and a bunch of actionscript optimizations.