Hello, I make those video games that the kids have now. Below are most of my games arranged into professional, hobbyist and miscellaneous odds and sods.
Rival Kingdoms is a Unity-based, iOS and Android strategy title where players build a base and army to wage war across a single-player campaign or against online opponents.
I worked as the Lead Designer and my responsibilities included pretty much anything that wasn't Kingdom War or economy-based. This includes troops, defences, ancients, spells, tutorials, single player campaigns, quests, game balance, etc. In addition I was also the primary implementer for the artists and sound designers, and did some limited coding.
In addition to my gameplay responsibilities I was also the Rival Kingdoms "lore keeper" and worked closely with Rhianna Prachett (name drop) and our artists to ensure the world and its characters were appropriate.
Gunfinger is a touch-controlled light-gun game for iOS. It has zombies, guns, fingers and head shots.
I worked as a level design consultant and was responsible for designing and polishing many stages of the single-player campaign using Unity and a selection of in-house tools.
Samurai Siege is a Unity-based, iOS and Android strategy title where players build a base and army to wage war across a single-player campaign or against online opponents.
I worked as a senior level design consultant and was responsible for creating most of the single-player mission nodes, polishing existing nodes, and creating and balancing bespoke units with Space Ape's in-house tools and scripting system.
After my main contract ended I was also rehired to do some smaller additions for the holiday expansions.
Fable: The Journey is a Unreal-based and Kinect-orientated first-person foray into the world of Fable for Xbox 360. It's a much more directed experience focused on tight, scripted level design across both combat and horse-riding sections. I'm saying it's on-rails.
I worked as an Unreal Mission Scripter, which makes me sound like an other-worldly agent, and was responsible for creating the gameplay of various sections, across all the gameplay types offered, as well as providing polish and bug fixes as the project reached its deadline.
Hack and slash ostensibly set in Celtic Mythology. Created in Unreal with an abandoned games assets and shoestring budget.
My responsibility was implementing the Creative Director's vision of combat: including player abilities, player equipment and progression, enemy designs, game balancing, boss encounters, character state machines, artificial intelligence, animation planning, animation trees, combo systems, etc. Because this was a tiny, overworked team with a core of about eight people I also helped with challenge arena and multiplayer design, level design, level scripting, cutscene implementation, encounter balancing and even some limited coding. Credited as Combat Designer.
In this period I worked on prototypes for various unannounced projects, and on an early version of Alien: Isolation as the Alien Designer.
Viking: Battle For Asgard is a spiritual successor to Spartan: Total Warrior for Xbox 360 and PS3, but with an open-world and focus on large-scale battles with hundreds of units clashing at once. It was created using an in-house engine and tools.
I worked as a Level Designer and Scripter and was responsible for populating the environment, creating scripted battle moments, providing good level flow, choreographing large scale battles, and generally creating the living breathing world of Viking. My largest task was the complex hierarchical quest system that structured the three islands.
Walpurgis Night is a mobile bullet hell game based on my previous Ludum Dare game Fireworks, which itself is a recreation of my first ever game.
"You control a car that auto-accelerates and you only have two-buttons to control it! The left arrow will turn left and Z will toot your horn... Wait a minute, that doesn't leave us enough buttons for turning right. Maybe a dedicated horn button was a bad idea? Well, I'm sure you'll think of something."
For the theme of "Two Buttons" I had the idea of purposely neglecting something fundamental. Originally the horn did have a function, but the idea of "turn right" in a car game being removed in favour of a useless button seemed too good to pass up. The game is very hard, but hopefully the restarts are fast enough and the levels short enough that it's still fun. Left-Leaning finished 11th overall, coming in at 3rd in fun.
Everything was created within two days using Unity, Blender, Photoshop and bfxr.
You have been cursed! Each night you turn into a monster and are shot on sight by police. The only way to lift the curse is to find the cultists that did this to you hiding in the general population, stalk them through the day and kill them at night.
Duskwalker is an adventure game based on Werewolves of London. You transform into a monster based on a day/night cycle and an indicator shows when one of your potential targets is near. They will scatter when you transform but you can stalk them through the day. Killing anyone will increase the cooldown until you can do so again, and increase the number of police during the next day, so it helps to not kill innocent people.
Everything was created within two days using Unity, Blender, Photoshop and sfxr.
Weapossession is an Arena Shooter with the unconventional weapon that instead of attacking you have to possess other enemies and have them collide into each other. However your body is still vulnerable while you are remotely controlling other enemies.
Everything was created within two days using Unity, Photoshop and sfxr.
New Super Pong is a single-button platformer where the player character moves automatically and changes direction when it hits a surface like a Pong ball. The only control the player has is on the characters jump and levels introduce different types of hazards and geometry as you progress.
Everything was created within three days using Unity, Photoshop and sfxr.
Boxing Day is a four player local coop endless runner created in two days with a team of four people. The game is set in a miserable British winter where a group of children push a box down a muddy hill and imagine themselves travelling down a snowy mountain.
All four players control the box at the same time and must work together to avoid obstacles. In addition each player is awarded a random special ability, such as a horn (for scaring deer) or shovel (which acts like a brake), which can be used to avoid hazards.
Everything was created within 2 days. My other team members were Sam Miller, Charles Griffith and Tom Lansdale. The game finished in the 4-game short list. Due to time restraints the game requires four controllers.
Fire Escape is a first person platformer "collect-them-up" where your gun acts as a teleporter. Dotted around the levels are diamonds and doors that have a diamond requirement. To 'bank' your diamonds you do need to hit another checkpoint so you cannot just collect them and suicide.
The game has two routes with the harder requiring you to find all the diamonds to proceed to a harder area.
Everything was created within 7-days using Unity and Photoshop.
A Bit of Garden was made for the Summer Jam with the theme "Everything is Falling," but is also based on my first, unsuccessful Game Jam attempt for the "A Game By Its Cover" competition at TIGSource, where I was attempting to make a game based on this Famicase 2009 entry.
The player places plant seeds onto a grid-based terrain in various formations. Seeds on the same type cause them to grow and ultimately explode: increasing the growth of adjacent flowers or popping flowers of the same colour in a chain reaction. To complete the game you must pop a flower on every tile.
Everything was created within 48-hours using Unity.
Sword and Shovelry is based around the Zelda shovel mechanic where you dig up every single tile in the Overworld looking for about two items.
"Hidden" in each level are three seashells, although their locations are hinted at with arrows at the sides of the screen, and until you uncover them you cannot damage enemies. It's short and hopefully sweet.
Everything was created within 48-hours using Unity, Photoshop and sfxr.
The world is randomly generated as progress is made up the tower. The player and enemies all benefit from statistics that can be rewarded or removed either permanently or temporarily by drinking potions. Potion effects are randomised each game. Graphically it is very inspired by Kid Icarus.
Everything was created within the week using Unity and Photoshop. Music is by Joe "Professorlamp" Reynolds.
Last Word is a puzzle-platformer where your character can interact with the world by 'speaking' with various symbols. More are obtained as you progress allowing you to solve puzzles, find more about the world, and its secrets.
Last Word does stick to the theme, but as the idea rolled around my skull it did become slightly more distant to playing around with the speaking mechanic. Since the Mini-Ludum Dare contests are a little looser I didn't mind deviating slightly.
Everything was created within 48-hours using Unity, Photoshop and sfxr. Music is by Spiff Tune.
An Eleventh Hour Superpower is a trope where the main character gets their best ability moments before the end of the story.
In First Hour Superpower you instead get your best ability at the start but must choose one of the four available: a double jump, air dash, ground pound and water invincibility. Exploring the whole game world will take multiple attempts with different powers, but all of them can complete the game and have their moment to shine.
Everything was created within 48-hours using Unity, Photoshop, sfxr and Abundant.
The theme for this Game Jam was to take the first game you remember making and remake it with the skills you have since acquired. If you ignore messing around with game listings or modifying other games you arrive at my Fireworks game - where you were a flying character dangerously near a fireworks display.
Rockets rise from bottom of the screen, explode into a bullet pattern, and you have to dodge it while catching the extinguished firework. The game lasts 3 minutes, collecting fireworks advances time an extra 5 seconds and it gets rather difficult rather fast.
Everything was created within 48-hours using Unity and Photoshop. The original was in C++/SDL.
In Shumping the players avatar can walk on land and water, and jump upwards on both. However on water it is also possible to jump downwards into a negative jump arc, and the player can also use the buoyancy of water to create bigger jumps. The game also has two "worlds" and in the second the avatar can jump higher and does not collide with the surface of water.
Combining these mechanics creates for some rather different, if short-lived, platforming scenarios.
Everything was created within the 48 hours using Unity, Photoshop and sfxr.
Doppelgunner revolves around its central mechanic of the Doppelgun. This weapon allows you to shoot clones of yourself that can be controlled individually afterwards in split-screen, solving puzzles and traversing platforming segments across Portal-style chambers.
Everything was created within five days using Unity and Photoshop.
This is an upgraded version of the MolyJam 2013 Metritron with an actual level structure, bigger play area, analogue movement, tens of new enemy types, mouse controls, support for all resolutions, high-score tables, mini-bosses, proper bosses, etc. It was originally created as an ill-fated XBLIG project but was eventually released for the Ludum Dare: October Challenge.
MetritronHF was initially released Pay What You Want and has generated almost £10 gross profit. I regret everything about this project.
"We've got tons of graphs and data coming in, and looking at that is the most inspirational thing I have seen as a game designer, ever."
This was my game for Molyjam 2013 based on an out of context quote by Peter Molyneux. My take on this quote was to create a fairly traditional Robotron-inspired arena shooter, track a whole bunch of metric data (mostly obscure), and display a variety of statistics and graphs behind the action.
Everything was created within the 48 hours using C#, XNA, Photoshop and sxfr. I conceed this is perhaps not a great Molyjam game, as it didn't really plug into the whimsical and over-reaching themes of the source material, however it's kind of fun.
For the theme of Minimalism I decided to make a platformer that was a single screen but, as you progress, the walls shift creating new obstacles. Minimalismism came in at third place overall (4th on theme, 5th on fun) and I wrote a brief post-mortem. My tools of choice were: C#, XNA, Photoshop, sfxr and pxtone.
Everything was created within 48-hours using C#, XNA, Photoshop, sfxr and pxtone.
A Hero Siege map is similar to Aeon of Strife (MOBA, ARTS, Hero Arena, etc.) except instead of 5v5 it's 10 players against a stronger computer controlled force, the creep waves ramp up in difficulty and there are periodic bosses as you push towards the base.
Unique to THS is the ability to add computer controlled allies that will sensibly push, defend, heal and buy items allowing it to be played with any number of human players. It also focuses more on strategy than grinding money for stat boosters and snowballing out of control, creep waves randomly generate mini-bosses with extra health and auras to keep things dynamic, and heroes have some unique scripted abilities.
Skill maps were fairly popular in Team Fortress Classic and this particular series of maps was made for concussion grenades, which allowed a whole range of extra movement options due to the rather unique properties of the explosion.
A problem these maps face is they use up a lot of the map space and quickly eat up into resources you would like to use for detail. As such they tend to end up kind of flat looking for the most part.
"This is the most hateful thing I've ever played."
Brick Force is a bad clone of Breakout for The RR Cassette 50 One Screen Remake Mini Competition, where the objective was to remake a retro title in a flawed way parodying compilations like the original Cassette 50.
Brick Force is a rather terrible rendition of Breakout for many reasons, but mostly the fact that if any of your multi-balls exit the screen it's game over - making it basically impossible.
3D Horror Maze started as a 3D Monster Maze clone for The RR Cassette 50 One Screen Remake Mini Competition, however the game massively deviated from this premise as it developed.
Instead I ended up remaking 3D Monster Maze as if it was a horror game Let's Play on Youtube. Complete with stylised static, an ending links screen, and even web-cam support so you can see yourself pretending to be scared.
Music by Johan Brodd.
Saga Candy HD Remix is a very small and purposely rather bad game made for the Candy Jam. The Candy Jam was made in opposition to the trademarking of common words.
It's fundamentally Bejewelled, or Candy Crush Saga if you like, except instead of objects being arranged neatly on a grid they are physics objects. That's literally it. It had a scoring system but I removed it.