My Softography

 

NOTE: this is work in progress. I’ll be adding proper layout, screenshots, downloads, extra info, etc, as soon as I get enough time. All dates here are rough due to fading memory :o)

 

Released products

The games I’ve worked on that have made it onto the shelves of retail stores around the world.

Driver: Parallel Lines

Platforms: PS2, Xbox

Developer: Reflections Interactive.

Publisher: Atari.

Status: Released 2006.

My job title: Senior Renderer Programmer.

My contribution: Significant development work on the Xbox renderer; art/renderer/tools design/feature planning & art liaison; Xbox specific platform optimisation.

Link: http://www.gamerankings.com/htmlpages2/928570.asp?q=driver%20parallel%20lines

 

Driv3r

Platforms: PS2, Xbox, PC

Developer: Reflections Interactive.

Publisher: Atari.

Status: Released 2005.

My job title: Senior Renderer Programmer.

My contribution: Significant development work fire-fighting a newly designed and half implemented PC renderer for the PC port of Driv3r; PC specific optimisation (where possible within the severely limited development time available and working from console art assets); PC specific compatibility fixing.

Notes: I joined the company after the release of the console version of the game so won’t accept any blame for the original game :o).

Link: http://www.gamerankings.com/htmlpages2/561983.asp?q=driv3r

 

Quiz Show

Platforms: PS1, PC

Developer: Warthog. Programming and art post-production outsourced to Creative Asylum.

Publisher: EON Digital.

Status: Released 2002.

My job title: Senior Programmer.

My contribution: Developed a significant amount of the PC graphics engine; some front-end/menu code; the ‘backstage’/bonus CD for the game; some PS1 graphics programming & CD device handling.

Notes: This was the game of a popular Italian TV show, and such was only released in Italy.

Link: http://www.spaziogames.com/content2/archivio/articolo.asp?id=672&zona=PC

 

Rally Championship

Platform: PC

Developer: Magnetic Fields (main developer).

Developer: Creative Asylum (outsourced track artwork, a little additional programming and OEM management).

Publisher: Actualize (UK) / Electronic Arts (US).

Status: Released 2000

My job title: Programmer (Additional Programming).

My contribution: Programmed the in-game mini-map and a few other minor HUD elements; some graphics file format handling code for the front-end; and a little bit of consultancy regarding graphics features and OEM.

Link: http://www.gamerankings.com/htmlpages2/197963.asp?q=rally%20championship

 

Pac-Man: Adventures in Time

Platform: PC

Developer: Creative Asylum (all in-game artwork, programming, level building, development management & co-design)

Developer: Minds Eye Productions (FMV rendering, audio, co-design, publisher relations).

Publisher: Hasbro Interactive.

Status: Released 2000.

My job title: Senior Programmer.

My contribution: Designed and developed the 3D graphics engine/renderer; developed the (Max & external) artist tools; developed the custom file system; developed most of the front end/menu system.

Link: http://www.gamerankings.com/htmlpages2/340777.asp

Link: http://www.nvidia.co.jp/object/pacman.html

Link: http://www.classicgaming.com/features/articles/bailey/

 

LEGO Technic Cybermaster

Platform: PC

Developer: The LEGO Group. In-game programming outsourced to Europress Software.

Publisher: The LEGO Group.

Status: Released 1998.

My job: Programmer.

My contribution: Developed the PC graphics engine; all of the ‘Coliseum’ area of the game (both PC and LEGO P-Brick/robot side); part of the communications layer between the game and the game and the programmable LEGO brick.

Notes: A significant part of the robot communication software I developed for Cybermaster also got used in the Lego Mindstorms product.

Link: http://www.geocities.jp/legofan_2/technic/cyber/cyber_4.htm

 

 

The ones that got away

The games I’ve worked on that haven’t seen the light of day (at least in the form they were in when I last worked on them).

Interview with a Made Man

Platforms: PS2, Xbox, PC

Developer: Acclaim Studios Manchester

Publisher: Acclaim Entertainment.

Status: Publisher went out of business 2003, game was close to alpha.

Job title: Programmer.

My contribution: Developed the 3rd person indoor & outdoor camera system (‘realistic’ sized rooms, collision detection/response, damping/smoothing, scriptable etc); some particle effect code.

Notes: A few months after Acclaim went out of business, Silverback Studios continued development of the game; it has since been released on PC & PS2 by Mastertronic.

Link: http://uk.videogames.games.yahoo.com/pc/screenshots/interview-with-a-made-man-caf30b.html

 

 

Battlebots

Platforms: PS2, GameCube.

Developer: Warthog. Most artwork and around half the programming outsourced to Creative Asylum.

Publisher: THQ.

Status: Canned by publisher at alpha due to a drop in brand value and low GameCube hardware sales.

Job title: Programmer/Engine & Tools Programmer.

My contribution: system coding and 3D graphics coding (an amalgamation of Warthog’s Tusk technology and Creative Asylum’s Paradox technology); some GameCube engine special effects; art tools.

Link: http://uk.gamespot.com/ps2/sim/battlebots/index.html

 

Paradox

Platform: PC.

Developer: Creative Asylum.

Publisher: N/A.

Status: Reasonable game design, game engine & interactive technology demo for a 3rd person shooter being hawked around to various publishers; never signed.

Job title: Programmer.

My contribution: Co-designed and developed the 3D graphics engine; designed and developed all art tools. The engine went on to be further developed and used in all future Creative Asylum projects, prototypes and pitches.

Notes: the engine was one of the first in the world to support hardware-T&L.

 

 

Rough Terrain

Platform: PS1.

Developer: Creative Asylum.

Publisher: Europress Software.

Status: Full game design and technical R&D completed. Game design wasn’t “family friendly” enough for publisher.

Job title: Programmer.

My contribution: PS1 R&D, some technical design and investigating whether we could adapt the Tommi Makkinen Rally engine for use in the game.

 

 

 

Non-game/minor products

Working for a fledgling start-up developer with just 7 staff (Creative Asylum) meant you have to do some bread & butter work. It may not be as glamorous as proper games, but it pays the bills.

Get Ready for School

Platform: PC.

Developer: Europress Software. Development outsourced to Creative Asylum.

Publisher: Europress Software

Status: Released 1999

My contribution: Improving & optimising the 2D sprite engine for low end PCs; developed all 2D graphics effects (wipes, fades, alpha, drop-shadows, etc); some puzzles/game-play work.

 

Starting to Read

Platform: PC

Developer: Europress Software. Development outsourced to Creative Asylum.

Publisher: Europress Software

Status: Released 1998

My contribution: Improving & optimising the 2D sprite engine for low end PCs; developed all 2D graphics effects (wipes, fades, alpha, drop-shadows, etc).

 

Vector OEM Games Compendium

Platform: PC

Launcher & Compilation: Creative Asylum.

Publisher: Vector OEM / Various OEMs (Asus, nVidia, etc)

Status: Released 1999

My contribution: Developed the launcher menu; reverse engineered/fixed broken installers for some of the game demos.

 

GeForce256 Hardware T&L Demo

Platform: PC

Developer: Creative Asylum

Publisher: Creative Asylum / nVidia

Status: Released 1999 on the CA website, and (IIRC) included in one of the nVidia press packs.

My contribution: Sole programmer. Designed & developed the 3D engine; developed the art tools; coded & planned the demo.

Notes: This was a demo for us to experiment with and test the capabilities of H/W T&L. nVidia used the demo to show off the GeForce256 at some of their press events.

 

 

Demo Scene releases

Once upon a time I was in the demo scene on the Amiga. It was fun way to meet fellow enthusiasts and also learn graphics & low-level programming. All the demos/intros I worked on were written entirely in MC68000 assembly language, almost all hitting the Amiga custom hardware chipset directly (after cleanly taking over from the OS). I was known as Trixter – originally in a group I started called Futura, and ended up in LSD. I was also a member of a few BBSes later on including Digital Candy and a few others I don’t remember the name of.

 

Now that’s what I call crap

Platform: Amiga – all chipsets

Group: LSD

Status: Released 1993

Description: A music demo disk of the tunes left out of other LSD demos.

My contribution: All code except ProTracker player. (2D sprite engine; proportional font system; disk/file handling; menu system; etc.)

 

LSD Docs Disk #45 & 46 intro

Platform: Amiga – all chipsets

Group: LSD

Status: Released 1993

Description: An intro for one of Fish/LSD’s popular docs disks.

My contribution: All code except ProTracker player. (2D sprite engine; proportional font system; ‘fizzy’ proportional text scroller; texture mapped sphere (hardware bending trick)).

 

Alive

Platform: Amiga – all chipsets

Group: Futura

Status: Released 1993

Description: An intro released around the time the group I’d formed was falling apart; ironically this was the last Futura demo :o).

My contribution: All code except ProTracker player. (2D sprite engine; proportional font system; 3D engine (solid back-face culled objects; multi coloured, diffuse & fake specular light-sourced, fake alpha transparency/glenz tricks); scaled circle rendering; flicker free high-res/interlace.) Also a couple of logos.

 

Sound Wars

Platform: Amiga – ECS only (problem with track-loader on AGA)

Group: Futura

Status: Released 1993 @ Quartz Summer Conference

Description: A track loaded/self booting music disk.

My contribution: All code except ProTracker player. (2D sprite engine; font system; planar 3D effects; custom disk file system; low-level/custom MFM disk handling.)

 

Jelly ball boot-block

Platform: Amiga – all chipsets

Group: Futura. (V2 released by LSD).

Status: Released 1992 & 1993

Description: A bouncing jelly ball and a bouncing logo crammed into a 1Kb Amiga boot-block still capable of booting afterwards.

My contribution: All code. Compression/procedural data creation; tight-space programming techniques; filled ellipse rendering; compressed font engine;

 

4-in-1 Intro

Platform: Amiga – all chipsets

Group: Futura

Status: Released 1992

Description: 4 viewports showing different demo elements.

My contribution: All code except ProTracker player. (2D sprite engine; font system; fake alpha blended 3D).

 

Late nite

Platform: Amiga – ECS

Group: Futura

Status: Released 1992

Description: A crazy/silly demo made by me & my mate Atrocity over the space of a single night.

My contribution: All code except ProTracker player. (2D sprite engine; font system; sound reactive 3D graphics (filled rotating planes)).

 

Quartz Summer Conference Intro

Platform: Amiga – all chipsets

Group: Futura

Status: Released 1992 @ Quartz Summer Conference

Description: A simple intro with a some 3D dot/point object rendering and interesting text colouring effects.

My contribution: All code except ProPacker player. (Hardware sprite tricks. 3D dot/point object rendering. Etc)

 

Stars & Stripes BBS Intro

Platform: Amiga – all chipsets

Group: Futura

Status: Released 1992

Description: An intro to announce 3D maps of various countries/continents where we had members and a new US BBS.

My contribution: All code except NoiseTracker player. (Planar 3D, text effects, etc).

 

Weldertro/Blitterchips

Platform: Amiga – all chipsets

Group: Futura

Status: Released 1992

Description: A simple intro featuring a 3D dot routine and some half-bright effects. I think it was for a PD software shop.

My contribution: Mentoring and debugging for “The Welder” (aka Chris Hagley IIRC).

 

Hipparchus & Ptolemy

Platform: Amiga – all chipsets

Group: Futura

Status: Released 1992

Description: A simple intro with planar 3D objects, simple blurring, some morphing dot routines, proportional fonts, and a few comedy effects.

My contribution: All code except ProTracker player.

 

Waves of Sonus

Platform: Amiga – ECS

Group: Futura

Status: Released 1992 @ the Digital Party 1992 (I think)

Description: A track-loaded music disk.

All code except NoiseTracker player.

 

Debut Intro

Platform: Amiga – ECS

Group: Futura

Status: Released 1991

Description: An intro to announce my arrival onto the demo scene. BOBs & 3D line drawing (albeit before I’d learnt the art of Z sorting and hidden surface removal :o)

My contribution: All code except NoiseTracker player.

 

 

Publications

Despite failing English at school (due to lack of interest because I didn’t see the relevance at the time), I’ve since gone on to have a few words of mine published.

 

The Evolution of 3D – Custom PC Magazine

Publication: Custom PC

Publisher: Dennis Publishing

Year: 2003

Description: I was commissioned to write a 3000 word article about the evolution of 3D graphics in PC gaming and how hardware graphics acceleration fits in.

 

Programming columnist – Develop Magazine

Publication: Develop

Publisher: Intent Media

Year: 200?-200?

Description: I wrote the monthly 400 word programming column.

 

Stolen Data #8 – An article reviewing the Quartz Summer Conference

Platform: Amiga

Group: Anarchy

Year: 1992?

Description: A report/review of the Quartz Summer Conference (demo party)