About Me

As a life long fan of computers, I got interested in technology pretty early in the 90’s with the release of Quake from Id Software. Anyone who played FPS (First Person Shooters) back then can attest, that the game sucked you in and never let you go. It became an addicting, fun, fast paced adventure every day after class.

Fast forward a few years, I started my first business in the video games industry. Face/Off was born, providing online tournaments and live action finals for various events such as Quakeworld, Quake3 Arena, and Challenge Pro Mode. In its last event, Face/Off took 32 Challenge ProMode players in an online struggle for dominance, and brought together some of the top tier talent to the Cyberathletic Professional League’s 4 year anniversary tournament, where the finals would be held in the CPL’s Bring Your Own Computer section. Zero4 walked out victorious and brought home a new top of the line GeForce card for his troubles.

Wile my passion for video games and business never faltered, my next few business ventures were not or remotely connected to the video games industry at all. Becoming a flair bartender competing in venues such as the Home Plate Bar and Grill near the Vegas strip, and working in and out of night clubs across California became normal for me. But after a few years of partying, teaching Flair Bartending, and competing it was time for me to make the decision to do what I’ve always had a passion for.

I have taken the opportunity to go back to school and finish my degree in Computer Science. Not wanting to wait and to feed my thrust for knowledge, I have also been teaching myself how to code in C#. This is how I found out about XNA Game Studio Express and for the past 6 months I’ve been teaching myself everything I can to make this goal of mine a reality. What will happen next? We’ll find out together.

Craig Giles
http://www.CraigGiles.com

2 comments so far

  1. […] nice tutorial by Craig Giles for parsing xml using iPhone SDK. Read it here. […]

  2. […] all know OpenGL ES only accepts textures that are power 2. What if we have non standard textures ? Craig Giles has posted a solution for the same with the code […]


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