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| Name: |
Andrew John Wilton |
| Date of Birth: |
8th March 1964 |
| Nationality: |
British |
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Education:
| 1982-1985 |
Cambridge University |
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Awarded BA (hons) in Mathematics and Law
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| 1975-1982 |
Sir Thomas Rich's School, Gloucester |
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Gained A-levels in Mathematics, Further Mathematics and Physics
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Work history:
| 1989- |
Programmer: |
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| 2000- |
Freelance, Loire Atlantique, France |
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Programmer
I am now working as an independent programmer specialising in handhelds.
My projects include:
• EyePet & Friends (PS3) for Sony Computer Entertainment Europe, UK.
• GTS World Racing (iPhone) for Handmark/Astraware, USA - a 3D racing game and runaway App Store hit (top 10 paid apps, August 2008).
• Who Wants to be a Millionaire? (Party Edition) (PSP, PS2) for Eidos, UK - a TV-licensed party game.
• Herbie: Fully Loaded (GBA) for Disney, USA - a film-licensed 3D racing game.
• Downforce (GBA) for Titus, France - a 3D racing game
based loosely on a PS2 original.
• NFL Blitz 20-02 (GBA) for Midway, USA - an American football game
for which I wrote the 3D engine.
• AirForce Delta (GBC) for Konami, USA - a 3D air combat game
based loosely on a Dreamcast original.
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| 1999-2000 |
Wayward Design / Rage, Bristol |
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Programmer
A purely programming role. I worked on:
• B-17-II - The Mighty Eighth (PC) for Hasbro - a flight simulator.
I wrote the outer game loop and front end, worked on the Max plug-ins used
to export the game's models, and helped implement the localisation system.
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| 1992-1999 |
Binary Asylum, Bath: |
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Development Manager / Programmer
A games development house grown from an initial staff of four, developing
Amiga and ST titles, to a PC developer employing eighteen people. Throughout
this time I ran the programming and art teams for the company, managing seven
programmers and six artists by mid-1998, as well as fulfilling a lead programmer
role. Projects for the company included:
• Zeewolf (Amiga) - a 3D helicopter action game for which I wrote the
entire game engine including all rendering and AI code.
• Zeewolf 2 (Amiga) - sequel to the above.
• Star Trek: New Worlds (PC) for Interplay - a 3D real-time strategy
game based on the classic Star Trek franchise.
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| 1989-1992 |
Software Imperative, Bath: |
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Proprietor / Programmer
A small software house developing utilities and applications for the Amstrad
PCW word-processor series in Z80 assembly language. As sole programmer I
designed, created and marketed Flipper (a context-switching utility),
ForeWord (an outline processor) and Rocket (a spreadsheet).
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| 1986-1989 |
Journalist: |
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| 1987-1989 |
Future Publishing, Bath: |
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Reviews Editor, ACE (multi-format games magazine)
Technical Editor, PC Plus
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| 1986-1987 |
Telemap Ltd, London EC1: |
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Amstrad Correspondent, Micronet 800 (online service)
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| 1986 |
Future Publishing, Somerton: |
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Technical Editor, Amstrad Action (Amstrad CPC magazine)
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Programming skills:
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I've written game components and entire games in C, C++, assembly
language or in many cases all three. I have significant experience
of UnrealEngine3 (including UnrealScript and native coding) and of
writing vertex and pixel shaders in Cg.
I've listed below the platforms and processors I've worked on, in (roughly) chronological order.
Platforms:
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PS Vita (C/C++, UnrealScript)
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PS3
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iPhone (C/C++, ARM/VFP assembler, OpenGL, Objective C)
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Nintendo DS (C/C++, ARM assembler)
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Windows Mobile, Pocket PC, Palm OS
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Symbian S60
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PSP (C++, Allegrex assembler)
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PS2
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Xbox
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Game Boy Advance (C, ARM assembler)
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Game Boy Color
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PC
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PS1
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Amiga
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Sega 32-X
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Amstrad CPC & PCW series
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Commodore Vic 20
Processors:
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ARM (including THUMB)
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R4000/Allegrex
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Pentium family and forebears
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68000
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Z-80
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SH-2
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R3000
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6502
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Other skills:
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As well as my native English I speak fluent French, a little German, and a very small amount of Spanish.
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Contents of this site © Andy Wilton 2001-2011. All trademarks acknowledged.
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