Worlds.
Widgets.
Wild ideas.
I build games and tools shaped by the mountains, a lifelong friendship, and a shared love of gaming. A lot of them started with “what if?”
Killer Cows From Space!
2D defense platformerI’m prototyping a game where a ten-year-old named Jenny has to fend off alien Bovinoids and Gummyoids. The trap-setting takes its cue from Home Alone on Sega. Jenny can craft her traps with electricity, ice, and fire.
Killer Cows From Space! Early Trap Tests
Watch on YouTube ↗Unity tools I work with
I own and am familiar with these third-party Unity assets. Each card links to its publisher’s Asset Store listing.
Used in Killer Cows From Space!
Other Unity tools I use
-
Space Graphics Toolkit (SGT)
-
MapMagic 2
-
Enviro 3 – Sky and Weather
-
PlayMaker
-
Invector Third-Person Controller
Kubacho Lab add-ons I use across my Unity projects
All Unity assets ↗Mountain roots.
A few different habitats.
Gray Wolf Interactive
Exploration, atmosphere, and the joy of figuring things out. Independent games built around worlds worth wandering through.
Gray Wolf Labs
Code meets the physical world. Electronics, sensors, automation, and the occasional idea that requires a soldering iron.
Beyond the blueprint
Creative coding, visual experiments, photography, and whatever happens when art and science share a workbench.
Trippendicular
Active developmentTrippendicular grew out of my original 2D Quantum particle editor. I gave the particles sinusoidal motion along their radial axis, and the result reminded me a little of Battery in Windows Media Player. I wanted to see where that would lead.
I brought the C++/DirectX prototype into Unity, where you can shape the flow and save your own effects.
Follow the curiosity.
14 projects · Everything
Trippendicular
Active developmentA hands-on visualizer inspired by Windows Media Player, with configurable flow fields, interactive seeders, and a runtime editor.
I created the original concept and flow-field model, designed the system, and carried the project into Unity. Recent extensions include AI-assisted implementation.
Read project notes ↗
The Silence Between the Stars
R&D / prototypeMass Effect meets Ocarina of Time. I’m designing a sci-fi adventure where Selene and her dog Cosmo explore distant worlds and uncover puzzle-filled temples.
I’m developing the game’s direction and experimenting with how Space Graphics Toolkit and MapMagic 2 can work together.
Explore the game overview ↗
MeditateVR
VR prototypeI started MeditateVR as a way to take a virtual vacation from the couch. My Unity experiments range from quiet places to spend time to travel on the scale of a universe.
Explore MeditateVR ↗
Tommyknockers
Early Access / development pausedColorado gold fever meets a very long night. Protect the gold and survive the creatures lurking around the mine.
I was the sole developer. Avery gave me occasional feedback.
View contribution & project ↗
The Skinwalker Investigations
Early Access / development pausedA survival-horror VR project set around a mysterious Colorado ranch. Built around atmosphere, exploration, and the unsettling feeling that something is watching.
I was the sole developer. Avery shared occasional feedback during development.
View contribution & project ↗
The Colorado Trail
Studio historyAn Oregon Trail-inspired RPG with turn-based fights, off-wagon exploration, and a dark sense of humor.
The first and only game Avery and I developed together.
Explore the game and its story ↗
PHOTOGRAPH / BLUE LAKESBlue Lakes
Game conceptAn enormous adventure at a tiny scale. A familiar mountain landscape becomes a world of hidden societies, unexpected allies, and very large wildlife.
Avery and I first imagined this world together.
The friendship behind the worlds ↓
Doomeroids & Smash Doom
Historical prototypesMy Full Sail take on Asteroids became a room-based 3D shooter in Unity and later a Gear VR version.
Read project notes ↗
Quantum
Historical projectMy 2D particle editor grew into a 3D sandbox for experimenting with emitters, gravity, and electric charge.
Read project notes ↗
BioMusic
Historical prototypeI built a MIDI composition prototype around musical rules, with an idea for letting the listener guide later generations.
Read project notes ↗
ProteiNA
Experimental Unity toolkitI built a genetic algorithm toolkit for Unity that evolves settings for things like particle effects and procedural words.
Read project notes ↗
Fractal Generator
Historical projectMy C++ experiments in complex-plane fractals, recursive landscapes, L-systems, and rendering across worker threads.
Read project notes ↗Coolmeleon
Final hardware assemblyI built an Arduino touchscreen for my planted chameleon terrarium. Most of the code is ready, and I’m fitting the remaining sensors and hardware.
Read project notes ↗PetGuardian
Final hardware assemblyI started PetGuardian to check on Kaisa from work. Most of the code for the Land Cruiser monitoring system is ready, and I’m finishing the hardware.
Read project notes ↗Avery’s games
Avery developed both of these Gray Wolf releases on his own. They appeared on our original website.

Extraction Force
Studio releaseAn action game developed by Avery.
View on Steam ↗
Asteroid Defender!
Studio releaseArcade-inspired asteroid defense developed by Avery.
View on Steam ↗Under the hood.
Past the pretty pixels.
Gameplay, interfaces, tools, and the systems that connect them. Each project’s notes explain the work, its foundations, and its current stage.
My project notes describe what I built, which third-party tools I used, and where AI helped with implementation.
Creative tools & runtime state
Trippendicular’s runtime editor includes saved effects, undo/redo, configurable seeders, and separate app/session controls. I directed and integrated the recent UI and state-management extensions, which include substantial AI-assisted implementation.
Unity / C#Effect serializationRuntime UIDesign, implementation & attribution ↗
Planet & terrain integration
I use Space Graphics Toolkit for the planetary foundation and MapMagic 2 for procedural terrain. I’m experimenting with how to connect those tools, world data, and gameplay in The Silence Between the Stars.
SGTMapMagic 2R&D / prototypeFoundations, scope & open questions ↗
Hardware meets software
I use Arduino and Raspberry Pi to connect sensors and controls to C#/.NET interfaces. Most of the code for Coolmeleon and PetGuardian is ready, and I’m finishing the hardware assembly.
ArduinoRaspberry PiC# / .NETSensorsTwo friends.
One mountain home.
A world of ideas.
Summit County, Colorado
Avery and I played hockey together in middle school in Summit County. We brought the same curiosity to games that we had exploring the mountains around us, and that friendship grew into Gray Wolf Interactive.
In eight years of running Gray Wolf together, The Colorado Trail was the only game Avery and I built together.
Our original vision was to create emotionally resonant, replayable experiences and entertaining escapes from reality. That still feels like a good reason to get out of bed. Even on a powder day. Usually.
I’m carrying that work forward with Gray Wolf Interactive, Gray Wolf Labs, and a wider collection of creative experiments. Summit County is still home.
Remembering Avery ↓
The original Gray Wolf Interactive mark. A little piece of the studio’s history, carried into its next chapter.
In memory
of Avery
Co-founder. Best friend.
Part of the heart of Gray Wolf.
Avery struggled with depression. I want to acknowledge what he was going through as part of remembering my friend.
Avery passed away on May 13, 2026. I miss him in the work we shared and in the time we spent gaming, skiing, and watching The Simpsons. I miss playing hockey with him and cheering on the Avs together.
Gray Wolf began with the two of us: a shared mountain home, a love of games, and more ideas than we could possibly fit into one lifetime. As I continue building, I want this place to hold onto that history. Avery will always be part of Gray Wolf’s story.
— Garrett
About me.
Unity Developer · Game Programmer
C# / C++ Engineer
I’m Garrett Miller, a programmer and Gray Wolf co-founder based in Breckenridge, Colorado. My background spans commercial studio work, independent Unity projects, gameplay, UI, VR, and a persistent tendency to ask “could we build that?”
I’m looking for remote Unity, gameplay, XR/VR, or interactive-software opportunities while continuing Gray Wolf.
Core tools & skills
UnityC#C++DirectXVRUI & tools.NETGit / PerforceArduinoI’ve worked with Unity/C# for 10+ years and C++/DirectX for 20+ years across studio work and independent development. My résumé separates those years of practice from my time in studios.
Unity assets and the projects I’ve used them in ↗Gray Wolf Interactive
Co-founder & programmer
I was the sole developer of Tommyknockers and The Skinwalker Investigations, with occasional feedback from Avery. My current work includes Unity projects, creative tools, and technical research.
UI & engine integration
UI / Flash / Scaleform programmer
I contributed to LEGO Universe and Jumpgate Evolution during development, including UI frameworks and engine-facing interface integration.
Gameplay programming
The Legend of Spyro: A New Beginning · Nintendo DS
I worked on touchscreen interaction, object management, save systems, subtitles, and other gameplay features for the shipped game.
Read the professional credit details
- The Legend of Spyro: A New Beginning (Nintendo DS): I programmed on the Nintendo DS release at Amaze Entertainment.
- LEGO Universe: My work at NetDevil included Scaleform GFx integration, an XML-based anchoring system, and UI and window tooling.
- Jumpgate Evolution: I implemented Anark UI during development at NetDevil.
Full Sail University · Associate’s degree, Game Design · 2005
Have a role?
Have a wild idea?
Get in touch if you’d like to talk with me about Unity, gameplay, XR/VR, interactive software, or Gray Wolf.
Breckenridge, Colorado · Mountain Time
