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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.

 
September 07 - October 07

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

January 07 - September 07

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 or upgraded, together with making many enhancements and optimizations to the general user interface.

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.

April 04 - September 04

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.

December 01 - Jan 02

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

November 99 - June 00

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
September 99 - October 99

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

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)
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.

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

 

Spice World (PlayStation PAL and NTSC)

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

Oxford Softworks
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.