My games 1984-2013
Check out the YouTube links below!
Check out the YouTube links below!
Solo developer on this BBC Micro game, released by Visions Software Factory
Quick port of the game to the Acorn Electron
Solo developer on the re-imaged version of the game on the Commodore 64
Commodre 64 game featuring 1-bit samples and babies falling down lift shafts. Banned in Boots.
Commodre 64 drum machine, developed in a week (and it shows)
Commodore 16/+4 Defender clone, written during university summer holidays
Commodore 64 port of the Konami arcade game. First title with someon else's pixel graphics (Bob Stephenson).
Commodore 64 original game, featuring tons of 4-bit samples. Back to a solo project.
Commodore 64 original game, which was ended on the front cover of a new gaming magazine.
Commodore 64 arcade conversion of the Tecmo arcade game. I was development manager on the project, and also worked with the Commodore 64 developer (Warren Mills)
Commodore 64 arcade conversion of the Sega classic arcade game. Sole engineer with graphics by Ned Langman.
Commodore 64 conversion of the PC game from Accolade. Sole engineer.
Commodore 64 conversion of the ardade game. Written from my bedroom as a contractor for Storm.
Sole engineer on Commodore 64 conversion of thw classic William's arcade game. Another contracf for Storm, also my last (and technically best) Commodore 64 games.
NES version of the arcade game. Rumoured to be the rarest NES cartridge. Sole engineer. So happy to have written a NES game. The system came with 2K of RAM, which was challenging.
Original design SNES game to tie in with the film, sole engineer. It end up far too had due to last minute disasters. My last game developed in assembly code.
Playstation game that had three seperate sectons. An original concept launched with the release of the 3rd Die Hard film. Lead designer and lead engineer. First game written with a big team of around 20 developer.
Second part of the Playstation movie tie-in. An original concept launched with the release of the 3rd Die Hard film. The three part game was extremely commercially succesful and changed the perception of film tie-ins.
Final part of the Playstation movie tie-in. An original concept launched with the release of the 3rd Die Hard film. My favourite of the three games. Featured blood on the windscreen and a great render engine.
Original Playstation game developed at my start-up, PictureHouse Softwaere for Sony. A great technical acheivemnet and deep game which, sadly, disappeared without a trace.
Original Playstation 2 game cancelled following 9/11 due to the nature of the gamplay mechanics. This game followed on from Terracon as PictureHouse's second title, as the team grew to 12 people.
Unreleased Playstation 2 version of classic game cancelled shortly before it was finished. I was running a team of 16 developers and was depressed when I had to shut the company down and make them redundant.
Sole engineer on this Plug-n-play pinball game for Jakks. Mix of C and assembly. ROM based game with 12K of RAM. I got to specify the numbers of buttons I wanted on the controller, which was cool.
Plug-n-play Batman game for Jakks. Strange but true it was based on the same code as Pinball.
Plug-and-play olympics game based on the Nickleodeon character
PSP Burnout at EA. I had a small input, implementing the World Tour Mode.
Lead AI engineer on PS3/Xbox for EA/Criterion
Lead gameplay engineer on the DS version of this EA game
Lead engineer on PS3/XBox/Wii version of this EA game
Lead gameplay engineer on PS3/Xbox version of this ill fated game until being disasterously usurped by the Techincal Director
Engineer on XBox version
Lead boss-battle engineer on PS3/XBox
Lead gameplay engineer for this PlayFish Facebook game
iPhone home-brew game, reimagining Dare Devil Denis 29 years later
I wrote a book! It took far too long and I finally got around to publishing it in 2020, during lockdown. It's a SciFi book with BlackMirror style dark humour.