GameSim was founded in 2008 with the goal of providing quality products and engineering services to the Game and Simulation Industries. GameSim founder Andrew Tosh has worked extensively in both fields and saw where technology between the domains could be leveraged. GameSim is focused on its customers. We work closely with each customer from requirements to verification to ensure your program or product is successful. Our engineers will work embedded into a company's existing team, while other times we develop systems completely independently. Our focus is to ensure each customer has a positive experience using our products and services. Please contact us to speak about your specific needs: Contact Page
Andrew Tosh is the Founder and President of GameSim Technologies Inc. Prior to GameSim, Mr. Tosh was the Director of Engineering at the Modeling and Simulation company, AcuSoft, in Orlando, FL (AcuSoft was later acquired by CAE). While at AcuSoft, he specialized in the development of terrain databases, Image Generation systems, and oversaw the development of the OneSAF Scenario Development Tool MSDE, the OneSAF AAR and OneSAF AcuScene Stealth. Mr. Tosh left AcuSoft to enter the game industry with Electronic Arts in 2005. While at EA, Mr. Tosh led the development of a number of Electronic Arts games, including the first live-hosted video game, EA Sports GameShow. In 2008, Mr. Tosh founded GameSim with the goal of providing software products and services to the Modeling and Simulation and Video Game Industries. GameSim has worked extensively with Electronic Arts on such titles as Madden NFL and NCAA Football. In addition to Game development, GameSim works in the Modeling and Simulation industry to provide simulation systems for military training. With expertise in 3D rendering, online features, terrain databases and simulations, GameSim is becoming a leader in developing game and simulation software. Mr. Tosh holds a Bachelor’s Degree from the University of Central Florida in Computer Science. Mr. Tosh works as an adjunct professor at DeVry University teaching classes in Game and Simulation development.
Kevin Wertman is the Vice President of Programs at GameSim. At GameSim Mr. Wertman provides high level software and system design services to both Electronic Arts and CAE USA, specifically on the SE Core DVED program. Prior to GameSim, Mr. Wertman was a Project Manager at Applied Research Associates in Orlando, FL. He was one of the lead architects for the Rapid Unified Generation of Urban Databases (RUGUD) and Shared Architecture for Dynamic Environment (SHADE) RDECOM efforts. RUGUD was a distributed framework for generation of urban terrain databases, and SHADE was a framework for providing extensible and reusable dynamic environment capabilities to the U.S. Army modeling and simulation community. Also while at ARA, Mr. Wertman was the program manager and lead engineer for five different terrain database generation plugins developed for the SE Core DVED program. These plug-ins included SEDRIS Transmittal Format (STF), CCTT Plan View Display, CCTT Environment Manager, CCTT Radio Database, and OneSAF Terrain Format (OTF) databases. Mr. Wertman holds a Bachelor’s Degree from the University of Central Florida in Computer Science.
Richard Moreland is the Vice President of Technology at GameSim Technologies, Inc., where he utilizes his skills in terrain database processing and cross-platform application development. Mr. Moreland was a senior software engineer at AcuSoft in Orlando, FL. He specialized in database generation and conversion tools as well as IG visual systems. He has created tools to convert CCTT SEDRIS Transmittals to OneSAF Terrain Format databases and CTDB. Outside the world of simulation, Mr. Moreland has developed key video processing and DVD production tools for Trivinci's Race-Keeper on-board video and data-logging system, which is essentially an after-action review tool for enthusiast racers. In his personal time, he has independently developed an iPhone productivity application, MobileOrg, which is a portable version of the powerful text-based productivity tool Emacs Org-mode. MobileOrg has been well received and has been downloaded by thousands of users. Mr. Moreland holds a Bachelor’s Degree from the University of Central Florida in Computer Science.
John Wade is a Software Engineer at GameSim Technologies Inc. After receiving a Bachelor of Science Degree in aerospace engineering from the University of Virginia in 1994, Mr. Wade joined the United States Navy where he made two deployments to the Persian Gulf as a Radar Intercept Officer on an F-14B tomcat. While acting as a flight instructor in Pensacola Fl, he began working towards a Masters Degree in computer engineering which he received in 2006 from the University of Florida. Upon leaving the navy, Mr. Wade joined Applied Research Associates as a junior developer where he quickly rose through the ranks to become the program manager and lead developer on a dynamic terrain project known as SHADE. While at ARA he specialized in automated terrain database and visual model generation as well as a dynamic terrain distribution network. He joined GameSim in 2010.
JEREMY ROSE
Jeremy Rose is a Senior Software Engineer at GameSim Technologies Inc., where he utilizes his skills in application development and design with an emphasis on graphics related development. Mr. Rose was previously Software Manager at Alakai Defense Systems in Tampa, FL. He designed and developed a complex system control application to integrate the multiple pieces of hardware into a real-time laser data collection system. He has extensive experience in system and hardware integration and has developed several embedded products from spectrometers to smart underwater lighting. Outside the world of simulation, Mr. Rose enjoys all things related to 3D computer graphics including modeling, rendering, special effects and development of 3D engines. Mr. Rose holds a Bachelor’s and Master’s Degree from the University of Central Florida in Computer Science.
JONATHAN KOLB
Jonathan Kolb is a Senior Software Engineer at GameSim where he brings his expertise in video capture, video processing, and embedded programming. Before joining GameSim, Mr. Kolb was a Software Engineer at XOS Technologies where he implemented hardware-based mpeg capture and playback technologies for use by many professional sports teams. In 2005, he moved to AcuSoft where he designed and implemented the After-Action Review (AAR) playback component for use in OneSAF distributed simulation for the Army. Most recently, Mr. Kolb has worked at Trvinci Systems where he wrote the software and data access libraries for their on board video system, Race-Keeper. Mr. Kolb has a Bachelor’s degree in Computer Science from the University of Central Florida where he was also a member of the Programming Team and has competed at the ACM ICPC (Association of Computing Machinery International Collegiate Programming Contest) twice, both times receiving incredible scores.
DAVID SUSHIL
David J. Sushil is the Senior Game Designer at GameSim. He is an award-winning developer and a professor of Game & Simulation Programming at DeVry University. His most recent project, Vanessa Saint-Pierre Delacroix & Her Nightmare, was awarded Best Design in the 3rd Independent Game Developers Competition, was selected as a Professional Finalist in the 2011 Indie Games Challenge, and was an official PAX 10 selection at the 2011 Penny Arcade Expo. Sushil's games have been highlighted both in print and online, and he has appeared in interviews broadcast on the G4 television network. IndiePub named him one of its 2011 "Devs to Watch." His recent credits include Canada Hunt (PC and Wii), Snail Shot Torpedo (XBLIG) and the award-winning John Brummel University's Blunderbuss Olympics vol. 1 (Web). He holds a Bachelors degree in Psychology from the University of Central Florida, and a Masters degree in Modeling & Simulation from the same.
DAVID MCGOINGS
David McGoings is the primary artist at Gamesim Technologies Inc., where he produces professional grade artwork across several different mediums in both traditional and CG art. Prior to GameSim, Mr.McGoings worked as lead character artist for Lamp Light Media, specializing in character concept art, 3D modeling and texturing. He has also produced characters and textures for iPhone arcade-style fighting games through Brash Multimedia. Most recently, he has worked with Ronin Films creating an animated movie/webisode series where he produced photo-real 3D assets and textures. Mr. McGoings has attended art-based schools from an early age, winning multiple awards for his artwork along the way. Most prominently was the Washington D.C. Art Expo, where he was awarded 1st place in 2005. His work is also featured in the CG Society Showcase. Mr. McGoings holds a Bachelor's of Science Degree from Full Sail University in Computer Animation.