Independent programmer - building video games since 1992.

 

As of November 2011 I've worked as a games programmer for nineteen years, with - coincidentally - nineteen published titles. (Dates are those of release):

EyePet & Friends (PS3)
Sony, November 2011
Consulting programmer
 
 

The two player version of the popular EyePet: my work included optimisation, bug-hunting and feature implementation.

Phaze (iPhone)
Handmark, June 2009
Lead programmer
 
 

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.

Hellfire (iPhone)
Handmark, January 2009
Lead programmer
 
 

The proven gameplay of Hellfire: Apache vs Hind wedded to a new fractal polygon mesh engine.

GTS World Racing (iPhone, Windows Mobile, Palm OS)
Handmark, August 2008
Lead programmer
 
 

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.

Viva Pinata (PC)
Microsoft, November 2007
Consulting programmer
 
 

Debugging, fixing features and addressing security vulnerabilities on some very old-school source code: an interesting project all round.

Ghost Rider (PSP, PS2)
2K Games, February 2007
Consulting programmer
 
 

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!

Who Wants to be a Millionaire? (Party Edition) (PSP, PS2, PC)
Eidos, November 2006
Senior programmer
 
 

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.

Moonfighter (PalmOS, PPC)
Astraware, January 2006
Lead programmer
 
 

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.

Herbie: Fully Loaded (GBA)
Disney, June 2005
Lead programmer
 
 

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.

Hellfire: Apache vs Hind (Palm OS, PPC)
Astraware, April 2004
Lead programmer
 
 

A Cold War helicopter shoot-em-up built off the GTS Racing Challenge engine, with added polygon rendering for buildings and warships.

GTS Racing Challenge (Palm OS, PPC)
Astraware, February 2003
Lead programmer
 
 

A casual racing game based on a port of the Downforce engine, with software rendering to replace GBA mode 7 and sprite hardware.

NFL Blitz 20-03 (GBA)
Midway, September 2002
Engine programmer
 
 

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.

Downforce (GBA)
Titus, June 2002 (Europe)
Lead programmer
 
 

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.

NFL Blitz 20-02 (GBA)
Midway, September 2001
Engine programmer
 
 

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.)

AirForce Delta (Deadly Skies) (GBC)
Konami, November 2000
Lead programmer
 
 

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.

B-17 II
B-17 II - The Mighty Eighth (PC)
Hasbro, December 2000
Programmer
 
 

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.

Star Trek: New Worlds
Star Trek: New Worlds (PC)
Interplay, August 2000
Lead programmer
 
 

A 3D real-time strategy game: I worked on all aspects of the game engine, particularly the rendering and AI systems.

Zeewolf 2 - Wild Justice
Zeewolf 2 - Wild Justice (Amiga)
Binary Asylum, November 1995
Programmer
 
 

Sequel to the below, and a better game all round.

Zeewolf
Zeewolf (Amiga)
Binary Asylum, November 1994
Lead programmer
 
 

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.

 

 

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