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September 07 - October 07
Art production tools for a pair children's toys for Mattel.
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January 07 - September 07
Recoding and enhancing the Miuchiz™ handheld to produce
Miuchiz™ 2 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. |
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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. |
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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. |
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December 01 - Jan 02
A GameBoy Advance conversion of the popular PC and Internet game
QBeez. |

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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. |
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Data Design
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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. |
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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. |

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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. |
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Tommi Makinen Rally (PlayStation PAL)
International Rally Championship (PlayStation NTSC) |
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Spice World (PlayStation PAL and NTSC)
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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.
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