Summit County roots. Worlds of possibility.

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?”

GAMES & INTERACTIVE WORLDSHARDWARE & HANDS-ON INVENTIONART, SCIENCE & HAPPY ACCIDENTS
A wide view over a blue lake, forest, and mountain peaks in summer.
A VIEW FROM HOME

Mountain roots.
Room to wander.

Explore Garrett’s photographs ↗
01 / Meet the pack

Mountain roots.
A few different habitats.

[ I ]

Gray Wolf Interactive

Exploration, atmosphere, and the joy of figuring things out. Independent games built around worlds worth wandering through.

[ II ]

Gray Wolf Labs

Code meets the physical world. Electronics, sensors, automation, and the occasional idea that requires a soldering iron.

[ III ]

Beyond the blueprint

Creative coding, visual experiments, photography, and whatever happens when art and science share a workbench.

02 / Selected projects

Follow the curiosity.

14 projects · Everything

A rainbow spiral shifts colors over a diamond-shaped grid of smaller vortices
UNITY / C# / CREATIVE CODING

Trippendicular

Active development

A 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 title slide. Selene and Cosmo overlook a valley beneath a ringed planet.
UNITY / SPACE GRAPHICS TOOLKIT / MAPMAGIC 2

The Silence Between the Stars

R&D / prototype

Mass 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 ↗
Frame from my MeditateVR universe prototype
UNITY / VR / EXPLORATION

MeditateVR

VR prototype

I 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 ↗
Original Tommyknockers game artwork
GRAY WOLF INTERACTIVE / UNITY / C#

Tommyknockers

Early Access / development paused

Colorado 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 ↗
Original The Skinwalker Investigations title artwork
GRAY WOLF INTERACTIVE / UNITY / VR

The Skinwalker Investigations

Early Access / development paused

A 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 poster with a bear, covered wagons, and the tagline “Death is always around the corner”
GRAY WOLF INTERACTIVE / TURN-BASED RPG

The Colorado Trail

Studio history

An 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 ↗
White wildflowers by the edge of a mountain lake at Blue Lakes.PHOTOGRAPH / BLUE LAKES
GRAY WOLF INTERACTIVE / GAME DESIGN

Blue Lakes

Game concept

An 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 ↓
A bright particle plume beside the controls in the original DirectX point-sprite editor
Particle systems / C++ / Direct3D 9

Quantum

Historical project

My 2D particle editor grew into a 3D sandbox for experimenting with emitters, gravity, and electric charge.

Read project notes ↗
Original BioMusic editor with a song tree, scale and note controls, and a piano keyboard
Procedural MIDI / C# / Windows Forms

BioMusic

Historical prototype

I built a MIDI composition prototype around musical rules, with an idea for letting the listener guide later generations.

Read project notes ↗
Colorful strands cross and branch into terrain and particle formations
Genetic algorithms / Unity / C#

ProteiNA

Experimental Unity toolkit

I built a genetic algorithm toolkit for Unity that evolves settings for things like particle effects and procedural words.

Read project notes ↗
Copper spirals branch into smaller spirals against a deep teal field
Mathematical visualization / C++ / Direct3D

Fractal Generator

Historical project

My C++ experiments in complex-plane fractals, recursive landscapes, L-systems, and rendering across worker threads.

Read project notes ↗
Gray Wolf Labs / Arduino / Sensors

Coolmeleon

Final hardware assembly

I 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 ↗
Gray Wolf Labs / Raspberry Pi / .NET

PetGuardian

Final hardware assembly

I 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 ↗
From the original studio catalog

Avery’s games

Avery developed both of these Gray Wolf releases on his own. They appeared on our original website.

Asteroid Defender original banner

Asteroid Defender!

Studio release

Arcade-inspired asteroid defense developed by Avery.

View on Steam ↗
03 / Technical work

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 UI
Design, 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 / prototype
Foundations, 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# / .NETSensors
04 / Our mountain roots

Two friends.
One mountain home.
A world of ideas.

Summit County, Colorado

Avery on the left and Garrett on the right, with mountain goats on the trail behind them
Avery (left) and me (right).

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 ↓
Original Gray Wolf Interactive wolf logo

The original Gray Wolf Interactive mark. A little piece of the studio’s history, carried into its next chapter.

Part of our story. Always.

In memory
of Avery

Avery smiling on a hike

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

05 / For teams & hiring managers

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.

Based in Colorado · Interested in remote roles

Core tools & skills

UnityC#C++DirectXVRUI & tools.NETGit / PerforceArduino

I’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 ↗
NOV 2017–PRESENT / INDEPENDENT STUDIO

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.

OCT 2006–JUN 2008 / NETDEVIL

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.

NOV 2005–AUG 2006 / AMAZE ENTERTAINMENT

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

06 / Say hello

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