About Shane

This is the story of a man with an unlimited special effects budget.

I’ve been writing for video games, animated television, major corporations and my own publishing company for the better part of 25 years. I’ve found success in science fiction, comics, fantasy, games, romance, comedy, LitRPG and even a little non-fiction here and there. I will publish my 100th title in 2018.

Both my parents were award winning television and newspaper journalists in Denver and Los Angeles, so it isn’t surprising I ended up a writer. Between us, my parents and I have four college degrees, all related to writing or journalism. I broke my first statewide story in 10th grade and graduated the California State University with a degree in English Education. I am a major advocate for literacy and I believe there’s never been a better time in human history to be an author.

As all of you know, if an Irishman isn’t out starting fights, he’s headed home to write poems about them, so don’t be surprised if you find editorial here and there about technology, education, politics, the entertainment industry, video games or various other topics. While doing battle with the Committee, I will frequently publish opinion pieces and works of journalism. I also write useful instructional articles from time to time to help my fellow writers and web developers achieve greater success. You may even find a tech article or two here and there.

The Spartan design of my author site isn’t an accident. I developed and published one of the first 25,000 sites on the web. I take the privilege of publishing to the world seriously. I use WordPress, but I don’t tolerate stupidity on my sites. I don’t cram my pages full of gew gaws, blinking pop-up buttons and nonsense. I don’t do ads, autoplay videos or proprietary formats, and my site won’t make your phone hang for 12 minutes while it downloads 68,000 Javascripts that don’t work.

When you need a break from that kind of noise, come visit the Committee. Here you can read in peace. Same goes for my books. They aren’t stuffed full of broken formatting, misspelled words and off-center graphics that don’t fit the screen. My EPUBs validate. It’s all about the fundamentals here. We keep it nice and simple.

I launched my first web site through Compuserve, and I’ve had at least one live site on the web continuously since 1995. I’ve been in business online longer than Google and I’ve been on the web longer than NASA’s Jet Propulsion Laboratory.

My first commercial product was a shareware application called Hyperpage, which was a specialized document editor for HTML that pre-dated Macromedia’s Dreamweaver by two years. I used it to develop a markup language for games called GML in 1997. GML was the key technology in my first game engine (Tranquility 1.0), which led to the development of my first retail game and the first commercial browser-based RPG LadyStar: Reflections in a Dream in 1998, featuring a Javascript-powered inventory engine and full-screen animated graphics. I developed and tested my first game engine on Mozilla 0.8 only weeks after Netscape open-sourced its Navigator browser.

As a result of my attempts to license the Sailor Moon® characters in 1999, I became a marketing consultant for DIC Entertainment working for three-time Emmy® Award winning producer Andy Heyward, who I later interviewed for my book The Incredible Untold Story of Sailor Moon.

Not long after, my career shifted to comics and publishing with my first print title LadyStar: Relic of Battle in 2003 and my first webcomic LadyStar: Fury of the Venom Legion in 2008. I established the largest English-language webcomic association in the world with more than 115 sites and more than 70,000 readers a day in 2010. My LadyStar comics were our flagship titles and helped me build an audience of more than 250,000 readers.

In 2011, I put together the team that would eventually become the largest and most successful animation studio for PC and mobile interactive developers. Along with my top talent, I established the producer-driven model in the independent game industry. We had a bullpen of more than 40 artists on four continents, delivered 1000+ projects to clients and produced more than 40 commercial game and comic titles with in excess of 880,000 unit sales and retail revenues in north of five million dollars. My team’s largest project delivered more than 3000 original color illustrations to a single client in less than 11 months.

Also in 2011, I published my first novel, LadyStar: The Dreamspeaker, which remained my best-selling work for more than three years. Since then, I’ve written seven additional novel-length works and more than 80 other books in science fiction, fantasy, comics, games, romance, LitRPG and non-fiction. I have readers in nine countries. I started my own online bookstore in 2015.

My companies and I own more than 15,000 copyrights and more than 35 trademarks in industries ranging from interactive to apparel to publishing. I publish and maintain my intellectual property portfolio on my cloud server.

My current projects are the Starships at War and Starship Special Forces military science fiction series featuring the adventures of Captain Jason Hunter and the Bandit Jacks, the LadyStar™ fantasy adventure series featuring the adventures of Jessica Halloran and the Ajan Warriors, and the Kings and Conquests LitRPG series, featuring the virtual adventures of Jordan Hall and the No-Name Games Guild. I’m also developing a course for authors and entrepreneurs called Million Dollar Artist™.

My eighth full-length novel Fleet Commander Recon was released on August 23, 2018.