Independent programmer - building video games since 1992.

 

Name: Andrew John Wilton
Date of Birth: 8th March 1964
Nationality: British
   

Education:

1982-1985 Cambridge University
Awarded BA (hons) in Mathematics and Law

 

1975-1982 Sir Thomas Rich's School, Gloucester
Gained A-levels in Mathematics, Further Mathematics and Physics

 

Work history:

1989- Programmer:
 
2000- Freelance, Loire Atlantique, France

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.

 

1999-2000 Wayward Design / Rage, Bristol

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.

 

1992-1999 Binary Asylum, Bath:

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.

 

1989-1992 Software Imperative, Bath:

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).

 

1986-1989 Journalist:
 
1987-1989 Future Publishing, Bath:
Reviews Editor, ACE (multi-format games magazine)
Technical Editor, PC Plus

 

1986-1987 Telemap Ltd, London EC1:
Amstrad Correspondent, Micronet 800 (online service)

 

1986 Future Publishing, Somerton:
Technical Editor, Amstrad Action (Amstrad CPC magazine)

 

 

Programming skills:

 

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:

  • PS Vita (C/C++, UnrealScript)
  • PS3
  • iPhone (C/C++, ARM/VFP assembler, OpenGL, Objective C)
  • Nintendo DS (C/C++, ARM assembler)
  • Windows Mobile, Pocket PC, Palm OS
  • Symbian S60
  • PSP (C++, Allegrex assembler)
  • PS2
  • Xbox
  • Game Boy Advance (C, ARM assembler)
  • Game Boy Color
  • PC
  • PS1
  • Amiga
  • Sega 32-X
  • Amstrad CPC & PCW series
  • Commodore Vic 20
Processors:
  • ARM (including THUMB)
  • R4000/Allegrex
  • Pentium family and forebears
  • 68000
  • Z-80
  • SH-2
  • R3000
  • 6502

 

Other skills:

As well as my native English I speak fluent French, a little German, and a very small amount of Spanish.

 

 

 

 

Contents of this site © Andy Wilton 2001-2011. All trademarks acknowledged.