Game Developer

Hi, and welcome to my portfolio of games projects I have worked on.

From around the age of 10, in the early 1980’s I realised I loved programming and I loved games, so even then it seemed obvious to me that a career as a games developer would be the perfect job for me.

I have been fortunate enough to realise that dream, as from the age of 16 to 18 I wrote games professionally, part-time, then from 18 to 31 I wrote games as my full-time job. When I moved out of the games industry at 31 I still spent the next 5 years doing it part-time.

Below is a list of the games I have worked on, some published, some not, with a little background on each.

Global Effect

Platform:PC
Publisher:Millennium Interactive
Developer:Myself
Language(s):80×86 assembly
Role:Sole Programmer
Type:Conversion
Status:Not Finished

I was fortunate enough to know the programmer of the Amiga version of Global Effect, Toby Simpson, who I learned a lot from. He offered me the conversion of the game to PC which I started, but which I did not get very far with as it was just too overwhelming a project at the age I was at, so I never finished it.

Fun School: Merlin’s Maths

Platform:PC
Publisher:Europress
Developer:Intellectual Software Consultants
Language(s):80×86 assembly
Role:Support Programmer
Type:Conversion/Original
Status:Published

This was my first time working in-house with a team, and I had to write a few sub-games to an exact specification.

Fun School: Spelling Fair

Platform:PC
Publisher:Europress
Developer:Intellectual Software Consultants
Language(s):80×86 assembly
Role:Support Programmer
Type:Conversion/Original
Status:Published

This was a very similar experience to Merlin’s Maths, but with spelling-based sub-games.

James Pond II: Robocod

Platform:Konix Multi-System
Publisher:Millennium Interactive
Developer:Intellectual Software Consultants
Language(s):80×86 assembly
Role:Support Programmer
Type:Conversion
Status:Not Published

I was fortunate enough to be one of the first people at ISC to get to look at the KMS, and I managed to get a simple graphics engine up and running and just started on porting the game code from the Amiga when I was let go from my position.

Puggsy

Platform:Commodore Amiga
Publisher:Psygnosis
Developer:The Dome
Language(s):68000 assembly
Role:Sole/Lead Programmer
Type:Conversion/Original
Status:Published

I do, and always will, consider this to be my first published game. Broadly speaking it was supposed to be a conversion of the Sega Megadrive version, but we never had completed source to work from, just a submission candidate cartridge. So, although there was some code that could be used, some of the more complex game code, such as the arm movement was absent, and had to be coded from scratch. I was forced to develop this using the Amiga’s dual playfield system, which I did not agree with, but went with anyway.

Euro Soccer Manager

Platform:Sega Megadrive
Publisher:Codemasters
Developer:The Dome
Language(s):68000 assembly
Role:Sole/Lead Programmer
Type:Original
Status:Not Published

This was my first taste of developing for consoles and it was done using the non-official “Rachel” Megadrive development board from Codemasters. Although this was never actually published the game was 95% complete and had started QA testing. It was a football management game where you could watch the games play out like the original version of FIFA.

Euro Soccer Manager

Platform:Sega Game Gear
Publisher:Codemasters
Developer:The Dome
Language(s):Z80 assembly
Role:Support Programmer
Type:Original
Status:Not Published

As the Sega Megadrive version was the lead version, I oversaw the development of the Game Gear version ensuring each aspect ran like its Megadrive counterpart. This only got to about 60% complete.

Last Action Hero

Platform:Commodore Amiga
Publisher:Psygnosis
Developer:The Dome
Language(s):68000 assembly
Role:Support Programmer
Type:Conversion/Original
Status:Published

This ill-fated game was a conversion from the Sega Mega CD, which was a poor game. The conversion was virtually spot on, and was technically good, but got panned as the gameplay was poor. I acted only as a support programmer diagnosing and fixing issues.

Bump ‘n’ Burn

Platform:Commodore CD32
Publisher:Grandslam
Developer:The Dome
Language(s):68000 assembly
Role:Support Programmer
Type:Conversion
Status:Published

I only played a small part in development of this games, which was a conversion from the OCS Amiga version to AGA for the CD32. This was tricky, as the OCS version pushed the hardware quite hard, so we had to introduce a few tricks to pull this off.

Turbo Trax

Platform:Commodore Amiga
Publisher:Arcane
Developer:The Dome
Language(s):68000 assembly
Role:Consultant
Type:Original
Status:Published

This only came across my path for a very short while, possibly a month or so, as the publisher and developer were having issues at the time with certain aspects of the game. All I did was carry out some consultancy and give advice on what I would do, and then it was passed back to the developer.

Worms

Platform:Sega Megadrive
Publisher:Team 17/Ocean
Developer:East Point Software
Language(s):68000 assembly
Role:Sole/Lead Programmer
Type:Conversion/Original
Status:Published

This was my first game for EPS, and I was moved onto it the day I started. At this point in time, unknown to me, it was already 9 months behind schedule, and all that was in place was a (superb) graphics engine, and most of the logic behind having a fully deformable landscape, which was unheard of on a character map-based system. It was supposed to be a conversion, but all we had to work from was 2 year old Blitz Basic source code and a set of master-candidate Amiga disks, so the “conversion” was done from playing the game and a few rules written in a Word document. Some features/weapons had to be dropped because of hardware limitations.

Worms

Platform:SNES
Publisher:Team 17/Ocean
Developer:East Point Software
Language(s):65816 assembly
Role:Sole/Lead Programmer
Type:Conversion/Original
Status:Published

Once I had finished the Megadrive version I was moved across to the SNES version which again only had a basic graphics engine in place, but no code for deformable landscapes. I chose to convert from the Megadrive code, as I knew that inside out, obviously. Apparently this was Team 17/Ocean’s first published Nintendo game.

Speed Demons

Platform:PC
Publisher:Dinamic Multimedia
Developer:East Point Software
Language(s):C
Role:Co-Lead Programmer
Type:Original
Status:Published

A Spanish company, Efecto Caos, approached EPS with a partially complete game in a bid to help find a publisher. A colleague and I worked with the Spanish team remotely in the UK and for a 2 week stretch in Zaragoza to help complete the game.

Spirou

Platform:PC
Publisher:Infogrames
Developer:East Point Software
Language(s):80×86 assembly
Role:Sole Programmer
Type:Conversion
Status:Published

This was the first conversion on the Infogrames “Heroes” range of games, from SNES to PC. This was the last game started, but the first completed.

Tintin: Temple Of The Sun

Platform:PC
Publisher:Infogrames
Developer:East Point Software
Language(s):80×86 assembly
Role:Sole Programmer
Type:Conversion
Status:Published

After Spirou I moved straight onto this game, which was completed inside 3 months.

Tintin In Tibet

Platform:PC
Publisher:Infogrames
Developer:East Point Software
Language(s):80×86 assembly
Role:Support Programmer
Type:Conversion
Status:Published

As the previous conversions I was in sole charge of had been completed quickly and accurately I was tasked with helping ensure the remaining games in the series were finished as soon as was possible.

Asterix & Obelix

Platform:PC
Publisher:Infogrames
Developer:East Point Software
Language(s):80×86 assembly
Role:Support Programmer
Type:Conversion
Status:Published

As the previous conversions I was in sole charge of had been completed quickly and accurately I was tasked with helping ensure the remaining games in the series were finished as soon as was possible.

Lucky Luke

Platform:PC
Publisher:Infogrames
Developer:East Point Software
Language(s):80×86 assembly
Role:Support Programmer
Type:Conversion
Status:Published

As the previous conversions I was in sole charge of had been completed quickly and accurately I was tasked with helping ensure the remaining games in the series were finished as soon as was possible.

The Smurfs

Platform:PC
Publisher:Infogrames
Developer:East Point Software
Language(s):80×86 assembly
Role:Support Programmer
Type:Conversion
Status:Published

As the previous conversions I was in sole charge of had been completed quickly and accurately I was tasked with helping ensure the remaining games in the series were finished as soon as was possible.

Crime Killer

Platform:Sony PlayStation
Publisher:Interplay
Developer:Pixelogic
Language(s):C
Role:Consultant/Support
Type:Original
Status:Published

This game was substantially complete, but the company writing it for Interplay, Pixelogic, were having a few issues and as we had been working for Interplay I was asked if I could help them out, which I did remotely and then for a couple of weeks at Pixelogic’s offices in Sheffield.

VR Sports Powerboat Racing

Platform:Sony PlayStation
Publisher:Interplay
Developer:Promethean Designs (EPS)
Language(s):C
Role:Co-Lead Programmer
Type:Original
Status:Published

This was a difficult game to write, tyring to simulate water dynamics and the handling characteristics of monohull and catamaran boats. It was also my first real 3D game that I had worked on.

VR Sports Powerboat Racing

Platform:PC
Publisher:Interplay
Developer:Promethean Designs (EPS)
Language(s):C
Role:Support Programmer
Type:Original
Status:Published

This was a conversion of the Playstation version and was the first time I had worked with a proper shared code base, and Playstation and PC versions were developed simultaneously.

Renegade Racers

Platform:Sony PlayStation
Publisher:Interplay
Developer:Promethean Designs (EPS)
Language(s):C
Role:Co-Lead Programmer
Type:Original
Status:Published

To try and capitalise on the kart racing games around at the time we were asked by Interplay do write one on water due to our work on VR Sports Powerboat Racing.

Renegade Racers

Platform:PC
Publisher:Interplay
Developer:Promethean Designs (EPS)
Language(s):C
Role:Support Programmer
Type:Original
Status:Published

This, like VR Sports Powerboat Racing, was developed alongside the Playstation version.

Cubes

Platform:PC
Publisher:Infogrames
Developer:Promethean Designs (EPS)
Language(s):C
Role:Co-Lead Programmer
Type:Original
Status:Not Published

This was a game with, I think, huge single player and multi-player potential. It was a simple premise. You controlled a cube character, all of which had slightly different attributes, and you had to race to the end of a level with various traps and so forth along the way. The levels all climbed as you went, and the cubes could climb by “laying” up to 7 cubes underneath them. These could form bridges etc., but as soon as an 8th was laid, the first would disappear. You could also use them to trap opponents. It was Inforgrames’ idea, but they dropped it with no explanation.

Aqua GT

Platform:Sega Dreamcast
Publisher:Take 2
Developer:Promethean Designs (EPS)
Language(s):C
Role:Co-Lead Programmer
Type:Original
Status:Published

Due to our work on previous water-based racing games Take 2 approached us to write a 3rd, concentrating on the Sega Dreamcast. It was a rushed affair, but quite well executed considering the time constraints.

Aqua GT

Platform:Sony PlayStation
Publisher:Take 2
Developer:Promethean Designs (EPS)
Language(s):C
Role:Co-Lead Programmer
Type:Original
Status:Published

The PC version was developed alongside the Dreamcast version, but primarily by another team, using our source code as lead.

Fortress: Twerps

Platform:PC
Publisher:Majesco
Developer:Promethean Designs (EPS)
Language(s):C/C++
Role:Co-Lead Programmer
Type:Original
Status:Not Published

This was another game idea with real promise, where you built a fortress Tetris-style, and the better you built it, the better you were rewarded, with “Twerps” who were people who could mend your castle, and weaponry. Whilst building, and opponent, AI or human, was also building, and the idea was to take out the opponents’ castle. There was a full campaign/story mode designed, with different types of levels. It never got released, but the IP was used by Majesco (who we were working for) to create a version for the Gameboy Advance.

Zoocube

Platform:Nintendo Gameboy Advance
Publisher:Acclaim
Developer:Graphic State
Language(s):C/ARM & THUMB assembly
Role:Sole Programmer
Type:Original
Status:Published

When I joined Graphic State this game was about 60% complete, but due to the way it had been written there was no way it could be completed, so I had to strip it back to about 20% and start again. It was a quirky little game, and quite a technical achievement.

Crazy Taxi: Catch A Ride

Platform:Nintendo Gameboy Advance
Publisher:THQ
Developer:Graphic State
Language(s):C/ARM & THUMB assembly
Role:Lead Programmer
Type:Conversion/Original
Status:Published

One of the hardest projects I ever worked on. This was a conversion from the Dreamcast to the GBA. A vast difference in performance obviously. We had no source code to work from, or graphics, so it was in effect an original, as we used online maps to build the worlds, and playing the Dreamcast version to try and get the car handling right. Other members of my team took care of the 3D engine, and I wrote everything else and tied it all together.

Urban Reflex

Platform:Nintendo Gameboy Advance
Publisher:N/A
Developer:Graphic State
Language(s):C/ARM & THUMB assembly
Role:Lead Programmer
Type:Original
Status:Not Published

This was meant as a “follow up” to Dark Arena, and although substantially complete it never found a publisher as far as I am aware.

Jezzball

Platform:J2ME Mobiles
Publisher:N/A
Developer:Coyote/Self-Employed
Language(s):Java
Role:Sole Programmer
Type:Conversion
Status:Not Published

I was asked to convert the original version (written in Pascal if I remember correctly) to mobile phones. To the best of my knowledge it was never released as the original programmer was never happy, even though it was a near perfect conversion.

Zoocube

Platform:J2ME Mobiles
Publisher:Various
Developer:Coyote/Puzzlekings/Self-Employed
Language(s):Java
Role:Sole Programmer
Type:Conversion
Status:Published

This was my first released project for J2ME mobile phones, which at the time was a mess of a platform. I successfully converted the GBA version to about a dozen different phones that were popular at the time.

The Mummy (Movie License)

Platform:J2ME Mobiles
Publisher:Various
Developer:Coyote/Puzzlekings/Self-Employed
Language(s):Java
Role:Sole Programmer
Type:Original
Status:Published

The was mobile phone puzzle game based on The Mummy movie.

Poker Blocks

Platform:J2ME Mobiles
Publisher:Various
Developer:Coyote/Puzzlekings/Self-Employed
Language(s):Java
Role:Sole Programmer
Type:Original
Status:Published

This was another mobile phone game which was designed by Nalin Sharma of PuzzleKings, who is also the designer of Zoocube.

Combotron

Platform:J2ME Mobiles
Publisher:Various
Developer:Coyote/Puzzlekings/Self-Employed
Language(s):Java
Role:Sole Programmer
Type:Original
Status:Published

This was another mobile phone game which was designed by Nalin Sharma of PuzzleKings, who is also the designer of Zoocube.

Chicken Run (Movie License)

Platform:J2ME Mobiles
Publisher:Various
Developer:Coyote/Puzzlekings/Self-Employed
Language(s):Java
Role:Sole Programmer
Type:Original
Status:Published

This was another film tie-in game, which started life as “Wydid The Chicken”. It is primarily a Frogger-like game where the player must get to the end of each level. Every level had variations for each of the four seasons, which was only a change in graphics, but looked effective.

International Pool Championship

Platform:Sony PlayStation 2
Publisher:Play It
Developer:Graphic State/Self-Employed
Language(s):C/C++
Role:Support Programmer
Type:Original
Status:Published

This game was 90% complete when I got moved onto it and I just had to make tweaks, changes and ensure it got through Q.A. and mastering, which I did.

Extreme Pool

Platform:PC
Publisher:N/A
Developer:Graphic State/Self-Employed
Language(s):C/C++
Role:Support Programmer
Type:Original
Status:Not Published

This used the same engine and core code as International Pool Championship and was developed alongside it. My role was the same; to fix, tweak and tie it all together. I did this, but to the best of my knowledge a publisher was never found.

Me. Bean’s Wacky World Of Wii

Platform:Nintendo Wii
Publisher:Blast
Developer:Beyond Reality/Self-Employed
Language(s):C/C++
Role:Support Programmer
Type:Original
Status:Published

I was asked by a colleague I used to work with (we worked together at every company above, and on virtually every project to some degree) whether I wanted to write one of the sub-game systems for this game. I ended up writing the jigsaw puzzle sub-games.