The History of Chess

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History of Chess &
Other Chess Games

Play Chess in its various forms as it has been played throughout history and today.

Chess is believed to have originated in India, some time before the 6th C. AD, being derived from the Indian game of Chaturanga. Chaturanga is also the likely ancestor of the Eastern strategy games Xiangqi (Chinese Chess), Shogi (Japanese Chess), Makruk (Thai Chess), and Sittuyin (Burmese Chess).

2016

Unified Modeling Language (UML)

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Window Manager UML

Unified Modeling Language (UML) diagrams for Window Manager, developed by Russell for Disney Interactive.

Window Manager was software written by Russell to interface between the Metaplace gaming environment and other standalone games and modules. The modules were displayed inside a windowing environment that played within the Metaplace world. These diagrams visualize the architecture of the Window Manager, aiding collaboration between teams.

2012

Chevalier UML

Application Design document with UML for Chevalier. Visualization of the architecture shows the organization of the four distinct groups of objects; Game, Presentation, Game State, and Rules; and how they interact within the application.

2006

Flying Lab - "Kaiju"

Kaiju is an unfinished but playable game developed for iPad and the web. This version is as far as development got before it became clear Kaiju would be better realized as a real-time game, rather than a turn-based game. Unfortunately this conflicted with the underlying game design and game designer's vision. Kaiju was never completed.

Russell programmed all of the web version of Kaiju, except for the gameplay logic, which was done by Erick Lee. A version of Kaiju was also developed in tandem for iOS by Kevin Tatroe. Russell contributed significantly to the UI for Kaiju, building prototypes to smooth out the interface. Jonathan Stroh, Eric Rea, and Kyle Steed did the art and graphics.

Kaiju is a Japanese word that translates to "strange beast," and refers to science fiction films from Japan featuring unnatural creatures of immense size.

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Kaiju

Please note that Kaiju was never released as a completed game.
It's resurrected here as a curiosity.

2011

Miscellaneous Projects

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JavaScript SVG

Performance test for manipulating Scalable Vector Graphics (SVG) using JavaScript in the browser. I'm using my own JavaScript animation libraries here, which are a direct correlation to my animation libraries. Press the ‘D’ key to add a Duck to the game field.

Another interesting performance test is this ActionScript Starfield experiment.

2011

Quarterback Prototype

Throw the ball to the blue receivers while avoiding the grey interceptors.

Russell made this prototype for a minigame being developed for the Upper Deck MMO. It's a good example of a rapid prototype to establish the feel of the game. The final "Quarterback Attack" minigame was written on contract by Jason Lust as Russell's main focus became Bakugan Dimensions.

2009

Video Client

This video client was developed for use with either the Flash Media Server or the free Red 5 server. It was developed using the Flex 2 framework.

2007

Tamara Bonn

Russell created the Tamara Bonn Photography site using the Flex 2 framework.

2007

Alpha Bricks

This educational game was programmed for PBS Kids Television Network while contracting though Smashing Ideas.

2007

Scholastic - "Timeliner XE"

Working closely with Scholastic's Executive Producer, Hedrick Ellis, Russell prototyped their educational product Timeliner XE to be an intuitive software program allowing students to organize data on multimedia timelines, sequences, and cycles, to see connections, and transform a world of information into real knowledge.

Russell also worked closely with Eric Hilfer, Director of Software Engineering, and Aaron Hatcher, Senior Software Engineer, on Timeliner XE. Marc Hughes was the Senior Director of Software Engineering.

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Timeliner XE

Timeliner XE has done well in the marketplace, proving itself with the awards Children's Technology Editor's Choice for Excellence in Design, 2008, and Teacher's Pick, Best of 2009.

2007

ALM in IT Master's Thesis - Chevalier

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Thesis

Here is the full Masters Thesis document Chevalier, as submitted in June 2006 and published in Grossman Library, Harvard University. The first 128 pages outline the project and its reasoning, the rest is the printed application code (Appendix E).

2006

Application Design

Application Design document with UML for Chevalier. Visualization of the architecture shows the organization of the four distinct groups of objects (Game, Presentation, Game State, and Rules), and how they interact within the application.

2006

Chevalier

Chevalier is a prototype for an online strategy game simulating the historic battles of Arsuf, Gaugamela and Agincourt using an early version of the De Bellis Magistrorum Militum (DBMM) wargame rules system by Phil Barker. DBMM is too complex a game to appeal to a broad audience, though elements of the system might be simplified and adapted for wider appeal.

Chevalier and the Thesis document was developed by Russell over four months as his Thesis Project in the field of Information Technology for the degree of Master of Liberal Arts at Harvard University Extension.

2006

The Crescent and the Cross

The Crescent & The Cross is a grant proposal for an educational game teaching the history of the Crusades. This proposal was written as a final project for the class CREA S-165 "Writing Grant Proposals" with Frank White and later ballooned into the "Chevalier" thesis project.

2001

Jewels of the Oracle Puzzles

Russell prototyped and mostly programmed twenty-four puzzles for the hit CD-ROM game Jewels of the Oracle, which won international recognition with Best of Show at MacWorld Expo San Francisco '95. Russell was accredited in Jewels of the Oracle as “Lead Programming and Interface.”
Jewels of the Oracle was translated into Japanese and released in Japan on the Sega Saturn platform.

To make the puzzles generally more accessible I’ve converted some of them and posted them here.

Jewels of the Oracle can still be downloaded and played in its entirety.

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1. Leap of the Locust

Move the green pegs to where the yellow pegs are at the start and vice versa.

2006

2. Hall of the Nightsky

Move the pieces into their matching containers: the sun pieces go in the sun container; the star pieces go in the star container.

2006

4. Values of Al-Jabara

Determine the value of the emblems across the top of the board by decrypting the equations on the wall to the left.

2006

11. Abhoranam of Day and Night

Using the moving platform, move all of the white and black disks from the left side of the board to the right.

2006

21. Turning of the Divasah

Set the panels so they show one each of the six different symbols in the following order: People, Tree, Cow, Pyramid, Well, Water.

2006

24. Sowing Seeds

You must deposit all the seeds into the Ruma, the large bowl at the end of the board.

2006

Origin of Planetary Motion

Computer visualizations were made of the predicted motion of a “prospective planet” ejected from the surface of the sun under the influence of gravitational, electrostatic and magnetic forces.

In general, such a planet ends up falling back into the sun, much like a solar flare. However, if a planet is ejected at the suns equator with a velocity appropriate to its mass, it can attain a circular orbit around the sun, as in planetary motion. Furthermore, the magnetic forces on the electrical charges on the planet are such as to produce planetary spin. The suggestion is that stars in their volatile formative years might produce masses of such eruptions, some giving birth to planets.

The origin of the Solar System is one of the oldest unsolved problems in science. I’ve outlined the problem in this research essay written for the class ASTR E-8 "Cosmic Evolution: The Origins of Matter and Life" with Eric J. Chaisson.

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Conference Publication

“A magnetic field mechanism for the origin of planetary motion”

Russell was responsible for the graphic visualization of data for this paper, making it possible to interpret that data. Visualizations were achieved using Visualization Toolkit (VTK).

2007

Mechanism for the Origin of Planetary Motion

Most of this visualization work was done for the class CSCI-E236 "Advanced Computer Graphics" with Hanspeter Pfister. I graphically visualize data generated so it can be interpreted and values then be deduced to give potential orbits.

2005

C++

Fortran code supplied by John Lowke was converted to C++ code to work with VTK, used to visualize the data.

2005

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