Hi, I'm Shane. I design and develop web sites, web-based software, and mobile applications.
docmodel is a simple little framework and command line tool which turns markdown files and HTML templates into static documentation websites. It supports multiple document versions, and multiple document translations. It's easy to use for basic projects, but powerful and flexible enough to support larger documentation sites.
docmodel is a command line tool built with node.js and distributed through npm.
Urban Legend is an interactive tourism game which was developed as part of a GGULIVRR (Generic Games for Ubiquitous Learning in Interactive, Virtual and Real Realities) project in Łódź, Poland (2013/2014). Urban Legend brings Łódź's unique and vibrant murals to life through a series of mini games which can be unlocked by visiting these stunning works of art. The application was developed in conjunction with the Urban Forms Foundation (Łódź) and school children from the city.
Urban Legend was developed by a multidisciplinary team from 3 countries. I served as the lead programmer with responsibility for creating the hybrid web application for release on the Play store, development of 2 min-games, and of a touch-based drawing application. Urban Legend is the inspiration behind, and central component of, a wider project called Mura-Love Gry (Murals Love Art) which was a funded Orange Academy graduate.
The team consisted of myself, Ryan Bisset (Ireland), Norbert Borowski (Poland) and Anneliese Meurs (Belgium), with additional project contributions by Basia Borowska (Poland), Shane Dowdall (Ireland), and Piotr Milczarski (Poland)
mod-json lets you modularize your JSON files with $include and $extend directives. mod-json is a docmodel component which has been split out into its own module. There are synchronous and asynchronous loaders available (the latter returning bluebird promises), all underlying utilities are publicly exposed, and typings are bundled with the module.
mod-json is a node.js module and is distributed through npm.
All the Way Down was a single-level concept cerated as a final-year group project. The game blurb read: "All the Way Down is a fast-paced downhill mountain biking experience on a world stage. Compete against your own best times, and players all over the world, as you push yourself to the limit on 20 highly realistic, unique and challenging tracks across Europe, Africa, The Middle East and Asia...from the Forests of Ireland to the Australian Outback...All the Way Down!"
My main contributions to the project included implementation of a spectator system, creation of the team and game logos, and all associated graphics, and implementation of all menus and in-game HUD elements. All the Way Down was developed in Unreal 4. The team consisted of myself, Mark Barry, Michael Campbell, Kevin Duffy, Ronan Murphy, and Brian Smullen.
Can Ball. Does. is a simple, but frustrating, game where timing is everything. Guide a rolling ball through a barren landscape, in search of the tree of life. Avoid the fires along the way. To move right, press the right side of the screen; to move left, press the left side of the screen. No more controls.
Can Ball. Does. was a three level demo created to test a new development framework, and was made available "as it" from the Play Store. Overall, the play mechanic is on the slow side, but I'm still quite fond of the idea. I might return to this one at some point. In the mean time, the demo is still available for download.
Tangent was a single-level demo created in XNA/MonoGame. This was a solo project, and once again the above video is the only remaining record of its existence. This was a side-scrolling platformer where a single commando had to disable powerful ground-based lasers which were firing on his ship in orbit...the storyline could have used some more work, but I was very proud of this at the time, and I'm still quite fond of it now.
The almost-monochromatic look married quite nicely to a Nine Inch Nails Creative Commons track; unfortunately, some random media company in Brazil have decide they own said track, so I've had to remove it for the YouTube upload.
Teddy Bear Quest is an interactive learning game which was developed as part of a GGULIVRR (Generic Games for Ubiquitous Learning in Interactive, Virtual and Real Realities) project in Łódź, Poland (2013/2014). The game was developed by a multidisciplinary team from 4 European countries, in conjunction with Łódź's Se-ma-for Museum of Animation, and was designed around the popular Miś Uszatek (Floppy Bear) property.
I was recruited to the project after the initial concept stage, to lead development. This involved the creation of a custom animation framework, development of several mini-games; and of a hybrid web application for release on the Play store.
The team consisted of myself, Joanna Jatczak (Poland), Linterra Linh (Finland) and Koenraad Van Der Straeten (Belgium), with additional project contributions by Derek O Reilly (Ireland) and faculty from the university of Łódź
I'm a freelance developer from a rainy little border town in the north-east of Ireland. I've been writing code in one form or another for the past 12 years.
When I'm not writing code, I often write about code, or record screen casts... mostly about code. I teach a number of programming topics in one-to-one sessions (both remotely and in-person) and to small groups.
I use modern web technologies to create web, desktop, and mobile applications (including the occasional game), and I have worked with a wide variety of n-tier frameworks and content management systems including Express.js, WordPress, Ruby on Rails, JSF, and others. These days, I tend to favour Node.js for back-end work (in combination with MongoDB), but I also regularly work on WordPress sites.
When developing mobile or desktop applications, I lean toward the use of hybrid technologies (such as Cordova and NW.js) which significantly decrease development time and costs, but I have also worked in Java, C++, and the occasional scattering of other languages.
In 2012, I returned to education as a mature student and hold a B. Sc. (Hons) in Computing in Games Development. In my final degree year I was elected as chairman of DkIT's ACM Student Chapter and in that role, in conjunction with Dr Ronan Lynch, led a new initiative which brought 3rd and 4th year students into local secondary schools to teach introductory programming techniques.
From 2011 to 2014 I served as senior web-master for Strange Horizons, an on-line speculative fiction magazine which has been nominated for the prestigious Hugo Award on several occasions. In 2014, as part of the editorial team, my name appeared on the Hugo nomination for Best Semiprozine...not something you get to say very often.
From 2016 to early 2017 I served as one of two interim technical leads on a €4.7 million EU-funded Horizon 2020 project, working with teams from IBM, Philips, Trinity College Dublin, Tyndall National Institute, and 8 other partner organizations from a total of 6 EU member states.