SKILLS
I have completed over 50 products, many of which have been top-sellers, and all as a part of a small team, dedicated to producing high quality, playable games. I have worked many late nights finishing products. I consider myself to be a fast but thorough learner open to new ideas, and a fast worker.
Languages - Assembly 6502 680x0 80x86 WIN95/DirectX/Direct3d/HTML
EMPLOYMENT
I left University after four months studying Physics and Electronics as it was getting in the way of my writing games, which I started aged 15. My first published game was in BASIC, published in Computer and Video Games in 1982, and the following year my first commercially released game was published, written in assembly language on the Vic-20.
I have worked for Mr. Chip Software / Magnetic Fields for 17 years as a freelance self-employed computer programmer/games designer. The company themselves have both published games themselves and designed games that have been published by others.
Between March 1982 and March 1989, I wrote lots of 8-bit games, many of which were top sellers and popular with reviewers. For these games I did the coding, graphics, music and sounds. These were published by Mr. Chip, Mastertronics, Alternative and Gremlin.
With the advent of 16-bit computers we moved onto the Amiga and Atari ST. At this point, someone else took over the graphics and we shared the responsibility for game design. I still created the sound effects, but the music was usually provided for us. These games were published by Gremlin, except for Kid Chaos, by Ocean.
At this point (late 94) the 16-bit computers were being superceded, so we moved onto the PC, so we could keep our independence. We did an enhanced version of Supercars for Ocean, then began work on the Rally series of games for Europress. Another programmer coded the system/front end, but I was still responsible for the 3D code and gameplay. Network Q reached the top of the PC charts and stayed in the top 20 for almost a year. For the latest installment of the Rally series, we opened an office in Chester (Jan '98) and recruited 4 in-house artists, 2 more programmers and worked with a team of 4 external artists. My duties were to code the 3d engine, the track editor and the new physics engine and gameplay, as well as overseeing the other programmers. The project was much bigger and took almost 2 years to complete.