Travis Chandler

Software Developer

Travis graduated from Drexel's Game Art and Production Major in 2015, where he founded Sweet Roll Studios. With several other students, the studio was able to release three games on mobile platforms as well as PC, including Galactikitties and Fantasy Fairways. Since graduating, he has been working with BioStream Technologies to create games focused on training the social skills of children on the Autism Spectrum. He also teaches classes for the Game Art and Production program at Drexel University.

Contact Information

Email :

Phone : (757)-651-4828

Github : TravestyChandler

Work Experience


BioStream Technologies, Software Developer- Oct. 2015 - Present

LifeFinder Mission

The LifeFinder Mission project was the core focus at BioStream Technologies. It is a game designed for assisting children on Autism Spectrum with their social skills, through a feedback loop that includes both therapeutic exercises to directly help their social skills, and minigames to help maintain their focus on the game and therapies within.

  • Designed and implemented much of the core architecture for a large scale therapeutic game.
  • Integrated cutting edge technology within the game as a manner of implementing design ideas.
  • Architected systems to be used throughout the game, to create both clean code and a smooth game flow for the players.
  • Wrote documentation about all features to create a maintainable code base for all developers and QA testers.
  • Worked with other developers, as well as scientific researchers, to implement both fun and well researched therapies, conforming to scientific standards.


Sweet Roll Studio, Software Developer - November 2013 - Present

Galactikitties, Malevolence Inc., Fantasy Fairways

Sweet Roll Studio is a studio founded by former Drexel University Students Tim Day, Jasmine Marcial, and Travis Chandler. The studio was founded originally to make single-pay mobile games targeted at a wide audience, but then expanded to be an all platform developer with the Early Access release of Fantasy Fairways. The studio remains one of the few Philadelphia based studios, with Travis remaining to work on existing projects.

  • Created multiple games from the ground up, developing core features alongside other developers, and making sure code functioned well together.
  • Lead the development of several projects, planning timelines and setting deadlines for other team members to meet, based on existing and researched knowledge of tools being used.
  • Focused on creating experiences that were as unique as possible, while also working within the limitations that student run projects typically have.
  • Researched and implemented marketing plans that helped to make the games that were developed more of a success than expected.


Shenandoah Studio, Software Developer - September 2013 - August 2014

Drive on Moscow, Desert Fox: The Battle of El Alamein, Gettysburg: The Tide Turns

Shenandoah Studio was a studio based out of Philadelphia, PA that developed hardcore strategy games for iOS devices, focusing on larger devices like iPads. These games were slow paced, designed for fans of war strategy board games, without all the fuss of rolling dice for damage and other tedious tasks, along with allowing players to play solo if they were unable to find other players. Asynchronous multiplayer also allowed for players to slowly work their way through a game with an opponent, without having to set aside multiple hours in a single sitting.

  • Began as an intern, developing instances of AI using basic heuristics to create unique battles for each player.
  • Started the development of the company's first Unity based project, working within an MVP style structure.
  • Released two games on iOS while employed, both developed in Objective-C, developing a familiarity with native iOS devleopment.
  • Integrated the artists designs into the game using tools such as Texture Packer and Physics Editor to create mechanically functional systems and battlegrounds.



Fantasy Fairways

Fantasy Fairways is a puzzle golf game that asks the question, "What if you had to get a hole in one, every time?" Players are tasking with using a set of objects, called gizmos, to create a contraption that will allow them to hit the ball to the hole in a single shot. Players can see the trails from previous hits in order to make adjustments and place gizmos along these paths.

  • Led design and development meetings, created plans for sprints, and prioritized tasks for the team.
  • Integrated artist's work into the project in a timely manner to get feedback for adjustments and changes.
  • Designed questionnaires for playtest sessions in order to get viable feedback about features the team was particularly interested in.
  • Integrated several Steam features, including achievements, trading cards, and mods.
  • Developed most of the UI and UX for the game, focusing on creating an interface that could be used with both mouse/keyboard and gamepad devices.
  • Created tools to assist in the development of the game, as well as to improve the pipeline for the artist's work getting into the game



Galactikitties started as a class project by Tim Day, but quickly evolved into much more. Being one of the first self published games to come out of Drexel, Galactikitties made a splash in Philadelphia, garnering several articles in the local papers, and gaining far more traction than the small team of three expected. The game was released under the Sweet Roll Studio banner in April of 2014, and was the first of three games released by the studio.

  • Designed and executed a basic marketing plan for the game, including outreach to the ASPCA to create a partnership.
  • Created artwork for the game, including several costumes for the cats to wear.
  • Held playtest sessions with large groups of players to get feedback prior to release.
  • Implemented both core features of the game loop, as well as designing and implementing feedback systems for players, such as achievements.
  • Coordinated with the team's artists in order to quickly and cleanly get artwork into the game.


Star Mapper

Part of a two week long game jam, in which paricipants had to create a game existing of only a seven second game loop, Star Mapper is a game about drawing constellations using a limited amount of ink. The player is given seven seconds to trace the points that appear on screen for a given constellation, and are rewarded with points and a full screen drawing of the constellation upon completion. The game works best with a drawing tablet, but functions with a mouse as well.
All of the code was written by me, with the art and audio coming from CC0 online sources.

Code Samples


Procedural Lightning Arc

As part of an experiment with mesh generation and manipulation in Unity, I designed a relatively simple function for creating an arc of lightning between two points. The bolt can be stretched, moved, and rotated in realtime without any issues. It is also fully configurable, from the rate of the animation, to the number of individual sections along the bolt, as well as the overall thickness of the bolt.