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My games 1984-2013

My games 1984-2013My games 1984-2013My games 1984-2013

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Gaming Videos

Dare Devil Denis 1984

Solo developer on this BBC Micro game, released by Visions Software Factory

Dare Devil Denis 1984

Quick port of the game to the Acorn Electron

Dare Devil Denis 1985

Solo developer on the re-imaged version of the game on the Commodore 64

Mad Nurse 1986

Commodre 64 game featuring 1-bit samples and babies falling down lift shafts. Banned in Boots.

Microryhthm 1986

Commodre 64 drum machine, developed in a week (and it shows)

Planet Search 1986

Commodore 16/+4 Defender clone, written during university summer holidays

Nemesis 1986

Commodore 64 port of the Konami arcade game. First title with someon else's pixel graphics (Bob Stephenson).

Slimey's Mine 1987

Commodore 64 original game, featuring tons of 4-bit samples. Back to a solo project.

Revolution 1988

Commodore 64 original game, which was ended on the front cover of a new gaming magazine.

Silkworm 1989

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)

Shinobi 1990

Commodore 64 arcade conversion of the Sega classic arcade game. Sole engineer with graphics by Ned Langman.

Star Control 1991

Commodore 64 conversion of the PC game from Accolade. Sole engineer.

Indy Heat 1991

Commodore 64 conversion of the ardade game. Written from my bedroom as a contractor for Storm.

Narc 1991

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.

Rodland 1992

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.

The Lawnmower Man 1993

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.

Die Hard 1996

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. 

Die Harder 1996

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.  

Die Hard With A Vengeance 1996

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.

Terracon 2000

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.

Boom TV 2001

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. 

Lemmings Forever 2002

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.

Classic Arcade Pinball 2003

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.

The Batman 2004

Plug-n-play Batman game for Jakks. Strange but true it was based on the same code as Pinball.

Spongebob Squarepants 2003

Plug-and-play olympics game based on the Nickleodeon character

Burnout Legends 2005

PSP Burnout at EA. I had a small input, implementing the World Tour Mode. 

Burnout Paradise 2007

Lead AI engineer on PS3/Xbox for EA/Criterion 

Zubo 2008

Lead gameplay engineer on the DS version of this EA game

Trivial Pursuit 2009

Lead engineer on PS3/XBox/Wii version of this EA game

Deathly Hallows Part 1 2010

Lead gameplay engineer on PS3/Xbox version of this ill fated game until being disasterously usurped by the Techincal Director 

Spare Parts 2011

 Engineer on XBox version 

Deathly Hallows Part 2 2011

Lead boss-battle engineer on PS3/XBox

The Sims Social 2012

Lead gameplay engineer for this PlayFish Facebook game

Flipping Sheep 2013

iPhone home-brew game, reimagining Dare Devil Denis 29 years later 

Running Mate 2020

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. 

Available on Amazon

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