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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. |
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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. |
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Autumn 2007
Art production tools for a pair children's toys for Mattel.
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Winter - Summer 2007
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 and upgraded,
together with making many enhancements and optimizations to the
general user interface. |
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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. |
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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. |
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Winter 2001\2
A GameBoy Advance conversion of the popular PC and Internet game
QBeez. |

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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. |
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Data Design
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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. |
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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. |

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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. |
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1998
Tommi Makinen Rally (PlayStation PAL)
International Rally Championship (PlayStation NTSC)
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1997
Spice World (PlayStation PAL and NTSC)
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1996
- 1997
Total NBA97
(PlayStation PAL and NTSC/J)
NBA Shoot Out 97 (PlayStation NTSC) |

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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.
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