Client Profiles |
| The team at Playvo has worked with various clients in a range of roles and
responsibilities.
These have been summarised below for your reference. Please contact us to discuss the further any
queries you may have. |
| September 07 - October 07 |
| Art production tools for a children's
toy for Mattel. |
| January 07 - September 07 |
| Recoding and enhancing the Miuchiz™
handheld to produce Miuchiz™ 2 for MGA-E. |
| April 06 - September 06 |
| Project management of the Taiwanese
programmers; production of the programming tools; and
handheld to internet PC synchronization program for the
Miuchiz™ handheld device - part of MGA's Bratz™
universe. |
| December 05 - April 06 |
| Currently working with a Chinese manufacture to produce a range of unique optical products
using a high end embedded processor. |
| August 05 - November 05, (Plug-in TV console) |
| An ongoing project working closely with EverSparkle Technologies in China to produce a new and
inexpensive console incorporating LCD and plug-in TV output options. |
| January 05 - June 05, (iPod accessory hardware) |
| Worked using a high-end microprocessor to link together an iPod with several discrete components
to provide a high quality accessory. All work on the product is complete and is waiting for the company funding
the work to release the product to market. |
| March 04 - December 04, Mobi Cam 70001 (Custom hardware), Mobi Technologies |
| This device used 1Mbit digital RF to transfer images from up to 4 separate remote cameras back to
a portable display unit. We where responsible for all programming on the SunPlus CPU together and interfacing the
cameras, RF boards and LCD to the CPU. |
| April 04 - September 04,Colour Video Now (AGB accessory), Tune In Network / Hasbro |
| Worked with Hasbro’s own hardware engineers to create an FPGA. This enabled Colour Video
Now CD movies to be decoded and the image enhanced before being transferred through the cartridge port and
displayed on the AGB's screen. We designed the image enhancement routines (implement in the FPGA) and
programmed all the AGB user interface code which included passing back to the FPGA play, pause, etc.
commands. |
| February 03 - July 03, WormCAM 2 (GBA hardware accessory with PC software), Nyko. |
| Enhancements to the first version of the camera, including storing more images in memory,
auto brightness and involved PC software. |
| July 03 - September 03, Infra Red remote controller (PlayStation 2) , Nyko. |
| A device which plugged in to the PS2 controller port and allowed any infra-red remote
controller to control the CD and DVD functions of the PS2. |
| December 01 - Jan 02, QBeez (GameBoy Advance) ,
Playvo/Skunkworks Games. |
| A GameBoy Advance conversion of the popular PC and Internet game. |
| February 02 - July 02, WormCAM (GameBoy Advance hardware accessory with AGB software), Nyko /
Playvo. |
| A digital colour camera for GameBoy Advance which saves pictures to non-volatile RAM in the camera module.
Additionally WormCAM uses the AGB to provide picture editing, slide show, Spy-Camera and PC-Link functions. In addition to
the AGB code written to interface through the AGB serial port to the camera and NVRAM, the mini-apps were implemented.
PaintPad provides true colour editing of pictures, allowing users to draw lines, filled/unfilled rectangles, enter text and
then save the edited image back to the NVRAM. (multi-level undo/redo). Spy-Camera uses motion detection algorithms to only save
the picture when a significant change has occurred over the last picture. PC-Link is a Windows program linking WormCAM to a PC
through the serial port. It provides thumbnail and full screen views of the pictures saved in the NVRAM; scaling and saving the
pictures as .BMP files. |
| September 00 - July 01,WAVE Link/WAVE Back (Custom hardware), Kessel Software Studio Inc. |
| A portable palm sized device aimed at the teenager market. Using 18 MHz Sharp 16-bit SM6010 processor and black
and white LCD display. The device provides standard calendar, notepad, calculator, etc. applications together with email over a
local network using RF communication. The email application also allows attachments created using the built in camera and audio
sampling facilities to be transmitted wirelessly up to 500 ft. We where responsible for implementing the complete operating system
for the hardware writing low level drivers for: Flash RAM; camera; audio ampling/playback; filing system; graphics primitives;
interface to the RF hardware; stylus reading; and downloadable game support. Additionally I completed the Planner, Sketch Pad,
Tape Deck, Auto Cam and Calculator applications. |
| November 99 - June 00, San Francisco Rush 2049 (GameBoy Color), Midway, Diamond Apple and Handheld Games. |
| Initially we where responsible for the
implementation of the front-end menus for the game. After successfully completing
them I was given responsibility for the remaining programming on the project. This included race modes; jumps; power-ups; sound FX
and music; car AI; implementing different handling for each of the different types of car; and the in-game pause menu. |
| September 99 - October 99,Data Design Ltd. |
| Working on a prototype PlayStation-1 sports title to provide a 3d engine (camera and drawing code) for displaying
a variety of stadia and animated characters. |
| August 99,Diamond Apple Ltd. |
| A short term contract to provide a Windows 98 application to allow the editing of large tile based maps for a GameBoy title being
developed by the company. |
| February 99 - August 99, Saboteur (PlayStation and Direct-X), Tigon Software / Eidos Publishing |
| This was a first person game in the Tomb Raider genre and we where brought into the project to provide additional PlayStation expertise to the existing team of
programmers who were heavily Direct-X orientated. Responsibilities included converting the existing Direct-X front end to PlayStation high-resolution mode (640x480 at 50 fps)
and for adding the 2D components of the game (inventory, health bars, pause menu, etc.) to both the PlayStation and Direct-X versions. Additionally we implemented PlayStation
specific code to handle code overlays, memory cards, dual shock, and MOD playing. |
| Additionly we have experience in the following from working for company's that produced the following games: |
| Tommi Makinen Rally (PlayStation PAL) |
| International Rally Championship (PlayStation NTSC) |
| Total NBA97 (PlayStation PAL and NTSC/J) |
| NBA Shoot Out 97 (PlayStation NTSC) |
| Tools and technologies (PC and PlayStation) |
| Spice World (PlayStation PAL and NTSC) |
| Bridge Masterclass With Omar Sharif (DOS) |
| The Complete Chess System (DOS and Amiga) |
| Intelligent Strategy Games 10 (DOS and Windows) |
| Go Player Professional (ST, Amiga, DOS, Windows, and PlayStation) |
| Backgammon Professional (ST, Amiga and DOS) |
| Atari ST and TT, Amiga, PC (in DOS: CGA, Hercules, EGA, VGA, SVGA, and Windows 3.0
through to Windows 95), and PlayStation. |