This is a list of projects that Sam Sarette has been involved in.
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Documentation Template Application. Built with the MySQL and PHP

The main goal was to generate release notes with bug tracking integration.

Based on the release number and type/state, it would fill out the 'bugs closed', 'features added', and other such document sections.

Our bug tracker at the time used a SOAP-based API.

Designed and implemented UX updates to support a major addition to the device’s workflow.

The UI was stateless, so information gathered each update would inform the whole state of the UI.

Manufacturing Software Suite & Service Technician Software

Web Application using Robotics Control API to “teach” various positions of motors.

I used barcodes to transfer from station to station where digital transfer was available.

I worked closely with our systems engineer, and managed a second developer for a small portion of the project.

Mass spectrometer which gathered massive amounts of data, which we packaged as standard mzML format.

I was a major contributor to our web app front-end, the database design and queries, and the instrument-to-server communications, including results, auditable events, and alerts.

I architected the work-scheduling algorithms based on customer requirements, built a complex installer which checked several system components and registered a windows service.

I also was the developer responsible for working out the software-focused manufacturing process, helped write software quality scripts, and administered / improved our CI build scripts.

C# Desktop Application with Installer and Cross-Platform Avalonia XAML GUI.

This project, while simple, was primarily done as an exercise to practice our software lifecycle process from start-to-finish.

Hands-on modification of the embedded hardware definition files to support updates to the products' robotics and sensors. Updated the state machine logic to introduce new workflow.

Significantly improved the installer and cleaned up the UI and threading.

VR experience for KMC Systems trade show booth and office marketing installation. Shown at the AACC Annual Scientific Meeting & Clinical Lab Expo 2021 (Sept 26-30).

I was the primary developer - 360 photography, environment and interaction design, and more.

We recorded lots of mixed-reality footage for display on a TV near the installation.

In the demo, you can use a floating paintbrush and pallet to change the instrument’s skins, open the drawers and replace the bottles in their slots, open the robotics area and watch the machine park itself into a safe position so you can insert a microtiter plate, and overall, you can play with the consumables on the desk and fridge and walk around the instrument.

C# ASP MVC Progressive Web Application.

This application was a collaborative effort to replace an overly-complex spreadsheet management came to rely on.

Partly responsible for inspiring me to create this portfolio site

Rebuilt the workflows and UI with reference to the old codebase, using new hardware.

Integrated dependency-injection into both client and server code, used gRPC and the latest WiX installer framework.

Managed a team of junior developers and another principal engineer to use cutting-edge tools to rebuild and update upon the original device software vision.

Created the MSI installer and was first to implement NuGet packages for the SDK. Involved lots of manually-created nuspec files, adjusting project templates, devops yaml build scripts.

Added Godot-powered XR capabilities to the simulator template.

Rewrote the Diagnostics application from Winforms to Avalonia and made several improvements to it and the Designer application.

The work has process improvement implications of nearly all projects at HiArc as it is the (originally internal-only) fundamental SDK.

Helped to develop a series of standardized Azure DevOps build pipelines for use on all company projects in future, starting with HiArc LaunchCode.

Additionally, he built a utility which uses standard tools and a highly customized CSS template to produce the documentation required of a regulated medical program, written in markdown and output as PDF.

Helped to reorganize and train a large team of firmware developers to produce RTOS firmware running nearly two dozen ARM SBCs.

Utilized the company's Internal SDK and standard CI/CD Toolkit in order to develop firmware and supporting documentation automatically and continuously.

Managed a team of both junior and principal developers, bringing them from a low-morale, uncertain state to being proud of what we have been accomplishing for more than half a year.

Sponsored and Participated in game jam at NHTI in 2016.

I created the game using ImpactJS, designed the mechanics and gameplay.

Partners did level designs and artwork, respectively.

Sponsored and Participated in game jam at NHTI in 2018.

I created the game using ImpactJS and Ink, designed the mechanics and gameplay.

Partners did writing and artwork, respectively.

Once the game was complete, I used as it as an example of using Ink in many game engines, by reimplementing it several times.

Participated in Global Game Jam at NHTI in 2019.

Wired in the procedural generation system that my partner designed, and implemented the Ink-powered trade-partner discussion system.

Also, created several character animations using a Microsoft Kinect.

Beta Tester and Release Engineer for a friend’s game.

See “RPG Maker Installer Creation Scripts”

Participated in Global Game Jam at NHTI in 2020.

Made multiplayer-focused gameplay using server-size synchronization that partner developed.

Designed the spaceship and did some texturing of it using material maker.

Created the fly-by observation camera used by the “observer” client.

Participated in the InkJam game jam online in 2020.

Mentored writer in “Ink” technology, and helped artist with technical aspects of game-art development.

Developed the game with the Godot game engine using the Ink narrative middleware.

Hosted and Participated in Global Game Jam, online with the Southern NH Game Dev Meetup in 2022.

First Project using the Godot game engine’s XR Toolkit

Created particle effects, Some modelling and texturing, mechanics programming, level design, foley sound effects work.

Presented to NH game developers on the Ink narrative middleware.

Linux bash library for TUI & GUI dialogs.

The idea is that if you launch the script via file manager, you get GUI popups, but if you ran it from the terminal, you'll get the TUI dialogs.

Fallback to basic CLI detects and utilizes support for colored output and emoji.

OpenUPM packaged addon for using Ink middleware with Unity game engine.

Contributed ranged grab logic, editor node icons, consulted on design.

Developed and pushed for the inclusion of haptic feedback features (rumble manager).

Contributed to dark mode feature, web template improvements, linux packaging, keyboard shortcuts.

Command-line script (windows and linux variants) for building PlayDate SDK projects.

Contributed Linux fixes.

Example Project for using gamepad rumble with the Godot game engine.

Used on and developed for "Nathan Powell’s Wild Araz".

These scripts will create a number of installers for Windows, Mac, and Linux for games made with the ruby-powered RPG Maker game engines (XP, VX, VX Ace).

Project Template for the Qt Creator IDE to produce a desktop application with icons, a main window, support for native OS dock menus, and styling.

Also includes a default README with an explanation on how to deploy / create installers.

First-person shooter in the style of wolfenstein & Doom, made with the ImpactJS game engine.

First use of my GameInputJS library

Javascript library for using gamepads with a standardized mapping, and APIs for getting the gamepads' type, icons, button names.

Originally made for ES5 and ImpactJS game engine compatibility, recently rewritten for modern JS modules.

PHP Web Application - Social Media and Document Creation. eBook Download and text-to-speech reader features.

Designed a tabletop board game using CAD for 3d-printed and laser-cut pieces.

Game is designed to be re-configurable into many campaigns both included by me and imagined by players.

Contributed technical expertise instrumental in planning the virtual event, came up with the idea to use a single playlist of 'premiere' and live videos.

Trained and worked with several performers who sought to perform live on YouTube.

Contributed a pre-recorded presentation, followed-up with live Q&A.

Manned the YouTube pages during the premieres and live videos to ensure all went well.

Several presentations performed for various conventions.

  • Another Anime Con­vention
  • TempleCon
  • Steam­punk Industrial Revolution
  • RuffleCon
  • Watch City Steam­punk Festival
  • Jewelry City Steam­punk Festival
  • Springfield Vermont Steam­punk Festival
  • FanExpo Boston

Created a video to announce a particularly large involvement in the fashion convention, RuffleCon, in 2015.

Since we were to do 10 panels, vending, and M.C. a portion of the fashion show, we thought it special.

In this video, we got costumed, found excellent locations, worked with dry ice, and composited stop motion over live action.

Ran a crowdfunding campaign, directed and edited the video, and helped design the campaign & tiers.

Was serious as amateur editor.

Helped plan the event.

Created an interactive virtual tour of the location using 360° photography.

Made a Raspberry Pi -powered photo booth for use during the event.

During the event, our food truck bailed, so I personally ensured vendors had food and drink throughout the day.

An audio podcast where I discuss video games and related topics with my cohost, Lindsay.

Production done online with video conferencing, OBS, and Audacity.

This very portfolio website. Using all the tricks I've learned in my cheat sheet

The desire to create a new web app came from the realization that some of my best, most professional work is, by its nature, proprietary.

The website has: print vs screen styling, light v. dark themes, full v. reduced animation, and regular v. more contrast.

A Godot 3 add-on (editor and runtime) to help you define, track, and display in-game achievements.

Developed to the style and submission standards necessary to be added to the Godot asset library.

An interactive training module with cartoony graphics and a multi­player voting mechanic written with VueJS.

Developed Vue components with advanced CSS techniques and a clean typescript architecture.

An early-access visual novel with art and animation created with the Ren'Py engine.

Worked on reducing the backlog of bug reports, especially after a major engine update and new animation features for a new content release.

I ensured the project would export and work well on currently-unsupported platforms, small screen sizes, and keyboard/gamepad-only navigation.

Ran & Participated in Global Game Jam with the Southern NH Game Developer Meetup in 2023.

Developed the puzzle systems, directed the voice actor and implemented their character and voice line activation.

I also spent the week post-jam adding usability and extra polish, such as enhancing the final plants puzzle look-and-feel.

For much of this project, I was coordinating between the four of us to ensure the team collaborated effectively.

Ran & Participated in Global Game Jam with the Southern NH Game Developer Meetup in 2024.

Implemented the "shoot the screen, hit a target" system, the levels, drew and animated the werewolf and vampire characters, voiced the vampire, etc.

Kit-bashed free 3D assets, shaders, and the phantom camera addon to create a 32-bit arcade feel, ala Time Crisis or House of the Dead.

An unofficial, unaffiliated app for displaying game information for players of the Star Trek Adventures game by Modiphius® Entertainment.

Uses indexeddb in-browser database, drag and drop, 3D model displays multiple themes, custom web components, and custom keyboard shortcuts.

Recently, Sam has used this project to test agentic development using GitHub copilot (AI), but make no mistake about the hands-on craftsmanship still on display. The AI still has no account for good taste (awful at the theme CSS work), and the fun parts should be for humans anyway.