As of November 2011 I've worked as a games programmer for nineteen years, with - coincidentally - nineteen published
titles. (Dates are those of release):
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EyePet & Friends (PS3)
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Sony, November 2011
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Consulting programmer
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The two player version of the popular EyePet: my work included optimisation, bug-hunting and feature implementation.
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Phaze (iPhone)
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Handmark, June 2009
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Lead programmer
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The last hurrah of the
GTS World Racing
engine, re-purposed for an SF-themed racer with weapons, speed-ups and dizzying 3D track layouts.
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| Hellfire (iPhone) |
| Handmark, January 2009 |
| Lead programmer |
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The proven gameplay of Hellfire: Apache vs Hind wedded to a new fractal polygon mesh engine.
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| GTS World Racing (iPhone, Windows Mobile, Palm OS) |
| Handmark, August 2008 |
| Lead programmer |
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The latest incarnation of the Moonfighter engine, now with a polygon mesh environment, skinned on the fly from a
track spline to give seamless LODs. The result was a top 10 bestselling game in the iTunes App Store.
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| Viva Pinata (PC) |
| Microsoft, November 2007 |
| Consulting programmer |
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Debugging, fixing features and addressing security vulnerabilities on some very old-school
source code: an interesting project all round.
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| Ghost Rider (PSP, PS2) |
| 2K Games, February 2007 |
| Consulting programmer |
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Some of the hardest low-level debugging I've ever done, tracking down problems in physics
middleware without access to the source code, mostly by single-stepping at assembly
level and rebuilding stack frames by hand. Fun!
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| Who Wants to be a Millionaire? (Party Edition) (PSP, PS2, PC) |
| Eidos, November 2006 |
| Senior programmer |
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A TV-licensed party game, this was in fact a radical re-purposing of the Moonfighter code framework,
bolted onto an existing 3D rendering engine for a very fast turnaround.
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| Moonfighter (PalmOS, PPC) |
| Astraware, January 2006 |
| Lead programmer |
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A retro-styled 2D shoot-em-up, built to show off my new cross-platform C++ game engine. The look was 1980s
but the innards were strictly 21st century, with support for multiple resolutions across multiple platforms,
procedurally generated art and levels, a script-driven UI, the works.
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| Herbie: Fully Loaded (GBA) |
| Disney, June 2005 |
| Lead programmer |
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The final outing of the Downforce /
GTS Racing Challenge engine, with polygon buildings rendered in software, a
Mode 7 draw depth at the very limits of the GBA's capabilities, and a desperately short development schedule.
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| Hellfire: Apache vs Hind (Palm OS, PPC) |
| Astraware, April 2004 |
| Lead programmer |
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A Cold War helicopter shoot-em-up built off the GTS Racing Challenge engine, with added polygon rendering for buildings and warships.
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| GTS Racing Challenge (Palm OS, PPC) |
| Astraware, February 2003 |
| Lead programmer |
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A casual racing game based on a port of the Downforce engine, with software rendering to replace GBA mode 7 and sprite hardware.
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| NFL Blitz 20-03 (GBA) |
| Midway, September 2002 |
| Engine programmer |
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An American Football game, the sequel to NFL Blitz 20-02.
I overhauled the 3D engine to improve performance, and added low-level serial drivers to support the
new linkplay modes.
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| Downforce (GBA) |
| Titus, June 2002 (Europe) |
| Lead programmer |
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As with AirForce Delta, this 3D
racer was nominally a conversion, but in fact borrowed only design and art
elements from the (in this case PS2) original. I coded everything but
the sound drivers.
The game was a 60Hz "Mode 7" 3D racer with very high sprite densities - up to 10 cars
on screen at once, and a lot of trackside objects. The cars were all pre-rendered to sprites using
my own batch renderer. The terrain display used three levels of mipmap to get
maximum resolution in the foreground and minimum aliasing in the background.
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| NFL Blitz 20-02 (GBA) |
| Midway, September 2001 |
| Engine programmer |
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An American Football game: I wrote the 3D engine, including the field and stadium display, the camera
system, sprite placement code and the interrupt framework for the in-game system.
The main (US-based) programming team then plugged this into their existing
gameplay engine, allowing them to ship a 3D title on time despite having no
in-house Mode 7 experience, and no time to gain any. (The game had to ship in time
for the start of the football season, so slippage was not an option.)
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| AirForce Delta (Deadly Skies) (GBC) |
| Konami, November 2000 |
| Lead programmer |
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Nominally a conversion of a Dreamcast title, this pseudo-3D shoot-em-up was
essentially a brand new game borrowing only design and art elements from
the original. It came in on schedule, taking under six months from start
to finish (including single and multiplayer games, Nintendo
approval across three territories, localisation into English, French, German
and Japanese, the works). I was the sole programmer, and wrote everything
except the sound drivers.
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| B-17 II - The Mighty Eighth (PC) |
| Hasbro, December 2000 |
| Programmer |
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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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| Star Trek: New Worlds (PC) |
| Interplay, August 2000 |
| Lead programmer |
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A 3D real-time strategy game: I worked on all aspects of the game engine,
particularly the rendering and AI systems.
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| Zeewolf 2 - Wild Justice (Amiga) |
| Binary Asylum, November 1995 |
| Programmer |
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Sequel to the below, and a better game all round.
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| Zeewolf (Amiga) |
| Binary Asylum, November 1994 |
| Lead programmer |
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A 3D helicopter shoot-em-up, Zeewolf got 90%+ reviews pretty much across
the board, and eight out of ten from Edge magazine. I wrote the entire game engine,
including all AI and graphics code.