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Games projects

The team at Playvo has worked a wide range of clients to provide standalone games and hardware solutions that incorporate games.

 
Winter 2011

Dance Party: Working from the success of Motion-On-The-Move we produced a dancing game mixing motion capture technology with streamed video producing a plugin TV with sub $50 retail price.

Autumn 2010 - Autumn 2011

Motion-On-The-Move: Integrating a SunPlus GPL32 MCU, RF chipsets, 2 controllers (with motion tracking hardware, G-sensors, and analog buttons),  we developed a plug-in TV console aimed at the 2nd world market which included 3D and 2D games.

In addition to providing input on the hardware specification and design, Playvo developed a simple to use, but comprehensive API which allowed the Chinese software development team to quickly and efficiently produce the games for the unit.
Playvo worked very closely with the Chinese programmers providing an on-site project management, technical support, training and the tool set required to complete the games. We were also responsible for programming the 3D games for the system.

Autumn 2007

Art production tools for a pair children's toys for Mattel.

Winter - Summer 2007

Recoding and enhancing the Miuchiz™ handheld to produce Miuchiz2 for MGA-E. The enhancements included production of a BIOS, SDK and associated documentation to allow external developers to produce mini-games for the device.
Several of the built-in mini-games we also changed and upgraded, together with making many enhancements and optimizations to the general user interface.

Spring - Summer 2006

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.

Spring - Summer 2004

An AGB accessory which allowed Hasbro's Colour Video Now CD movies to be played and displayed on the AGBs internal screen. Working with Hasbro’s internal hardware engineers we created an FPGA to enable the image bitstream to be decoded, enhanced and transferred through the cartridge port and be 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.

Winter 2001\2

A GameBoy Advance conversion of the popular PC and Internet game QBeez.

Winter - Summer 2000

San Francisco Rush 2049 (GameBoy Color).
Initially we where responsible for the implementation of the front-end menus for the game. After successfully completing them were was tasked with 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.

Data Design
Autumn 1999

Working on a prototype PlayStation-1 sports title to provide a 3d engine (camera and drawing code) for displaying a variety of stadiums and animated characters.

Summer 1999

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.

Winter - Summer 1999

Saboteur (PlayStation and Direct-X)
This is 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.

1998

Tommi Makinen Rally (PlayStation PAL)
International Rally Championship (PlayStation NTSC)

 

1997

Spice World (PlayStation PAL and NTSC)

1996 - 1997

Total NBA97 (PlayStation PAL and NTSC/J)
NBA Shoot Out 97 (PlayStation NTSC)


 
Pre 1996

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.