Self-Published:

Best Buds vs Bad Guys
Platforms: PC, Mac, Linux
Best Buds VS Bad Guys is an ultra-explosive run ’n’ gun featuring two best buds, a lot of heavy weaponry, and bucket-loads of evil bad guys to destroy! Created with my son, Lucas. We also ran a successful Kickstarter.
Role: Development lead, pixelart backgrounds & enemies, game design, level design, UI, sound fx
Time: Total development time of 12-months so far

Life of Pixel
Platforms: PC, Mac, Linux, WiiU
Life of Pixel is a retro delicacy dedicated to the brilliance of classic gaming machines and ground-breaking game favourites. With amazing gameplay, fun characters, beautiful 8 & 16-bit aesthetics and a lot of heart. The game I always wanted to make, it also got me back into pixelart after a break of several years.
Role: Development lead, pixelart backgrounds, game design, level design, UI, sound fx
Time: Total development time of 18-months for all SKUs

Vektor Wars
Platforms: PC, Mac, Linux, WiiU
Vektor Wars is a retro-themed FPS rendered in glorious glowing vectors! Developed in Unity and a chance to finally indulge my love of 80s style vector 3D.
Role: Development lead, all artwork, game design, level design, UI, sound fx
Time: Total development time of 12-months for all SKUs

Brick Break Blitz
Platforms: OUYA, FireTV
With beautiful 3D graphics full of particle loveliness, this is Brick Breaking done in a classic style but executed with flair and imagination. Created as a launch title for Amazon FireTV, this was my first Unity project and second attempt at Breakout/Arkanoid. Good fun and a good way to learn Unity.
Role: Development lead, artwork, game design, level design, UI, sound fx
Time: Total development time of 6-months

Indoor Sports World
Platforms: PS Vita
Indoor Sports World features all of your favourite indoor sports games in one Place: Air Hockey, Darts, Pool and Snooker. We developed our own game engine for PSVita – our final iteration before we switched over to Unity development.
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 18-months – a tough project and the point where we decided against using our own engine for future games

MegaBlast
Platforms: PS Vita
Created for Sony Europe as a launch title for PSM, we slipped by a few weeks, but it was a fun blaster full of neon glowing enemy blasting.
Role: Development lead, artwork, game design, level design, UI, sound fx
Time: Total development time of 4-months

Golf Mania
Platforms: PSP Minis
Our final PSP Mini. A fusion of golf and Marble Madness. This is one of my favourite projects, I was really pleased with how it turned out – my final foray into writing my own game music too! Oh, and my favourite GUI design ever.
Role: Development lead, artwork, game design, level design, UI, sound fx & music
Time: Total development time of 5-months

Arcade Pool
Platforms: PSP Minis
And the last of the trilogy! We used our own engine, this was our final arcade sports PSP Mini.
Role: Development lead, artwork, game design, UI, sound fx & music
Time: Total development time of 4-months

Arcade Air Hockey & Bowling
Platforms: PSP Minis
Two sports games in one. We used our own engine, this was our second arcade sports PSP Mini.
Role: Development lead, artwork, game design, UI, sound fx & music
Time: Total development time of 4-months

Arcade Darts
Platforms: PSP Minis
This was the first in a series of arcade sports PSP Minis. We used our own engine, and the development went very smoothly on all the PSP Minis – it was a great initiative from Sony Europe.
Role: Development lead, artwork, game design, UI, sound fx & music
Time: Total development time of 6-months

Arcade Sports
Platforms: WiiWare
A collection of all our PSP arcade sports in one WiiWare title.
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 8-months

Family Games
Platforms: PSP Minis, WiiWare
A family friendly collection of games, such as hangman, Battleships, dots, connect 4. Our most successful WiiWare project and the first game where I actually wrote the music – arpeggios all the way!
Role: Development lead, artwork, game design, level design, UI, sound fx & music
Time: Total development time of 9-months for all SKUs

Soccer Bashi/Bashi Blocks
Platforms: PSP Minis, WiiWare
I always wanted to do a Breakout game, perhaps a few years too late! Good fun to make, and we even included a level editor. It took too long to develop though, for what it was.
Role: Development lead, artwork, game design, level design, UI, sound fx
Time: Total development time of 12-months for all SKUs

Stunt Cars
Platforms: WiiWare
Interesting project – I wasn’t really satisfied with the end result – the car handling just wasn’t right. I quite liked the visuals though – and we got the guy who modelled the original ReVolt cars to create the car models.
Role: Development lead, track artwork, game design, track design, UI, sound fx
Time: Total development time of 9-months
Publisher Releases:

Vertigo
Platforms: Wii, PSP
Super Monkey Ball – I can do that! So I did, but it took a little longer than I planned. Interestingly this was the game we tested when converting our engine to both PSP and Wii.
Role: Development lead, artwork, game design, level design, UI, sound fx
Time: Total development time of 24-months for all SKUs (including PSP Spinout)

Pool Hall Pro
Platforms: Wii, PSP
World of Pool without the drinking and taunting, with several new venues and game tweaks.
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 12-months for all SKUs

Build’n Race
Platforms: Wii
Race game with a full track editor. I really enjoyed this project – although not 100% happy with the car handling.
Role: Development lead, track artwork, game design, track design, UI, sound fx
Time: Total development time of 12-months

World of Pool
Platforms: PSP
A pool game with a difference – you could get drunk and taunt your opponent! Publisher requested this feature to help pass Sony concept approval! This was the first game to use our PSP engine, so we had to convert the tech from PS2 to PSP, which took quite a while.
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 14-months

Spinout
Platforms: PSP
This was the PSP release of the game Vertigo (see above).
Role: Development lead, artwork, game design, level design, UI, sound fx
Time: Total development time of 12-months

RealPlay Racing
Platforms: PS2
RealPlay – we had a stupidly short time-frame. If I recall correctly, it was 4-months to develop 3 games. We just about did it, but no-one would accuse them of being masterpieces!
Role: Development lead, artwork, game design, level design, UI, sound fx
Time: Total development time of 4-months

RealPlay Pool
Platforms: PS2
RealPlay – we had a stupidly short time-frame. If I recall correctly, it was 4-months to develop 3 games. We just about did it, but no-one would accuse them of being masterpieces!
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 4-months

RealPlay Bowling
Platforms: PS2
RealPlay – we had a stupidly short time-frame. If I recall correctly, it was 4-months to develop 3 games. We just about did it, but no-one would accuse them of being masterpieces!
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 4-months

Cue Academy
Platforms: PS2
Ahh… more billiards fun! New venues and new player & crowd models – splendidly wooden animation too!
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 4-months

International Cue Club 2
Platforms: PS2
A sequel we created for Midas, for their own Cue Club brand. The original Cue Club was 2D, so we created new 3D venues and players and a few more game modes.
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 8-months

International Snooker Championship
Platforms: PS2
Very similar to Pool Championship – but with new venues and Snooker (but no Pool).
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 4-months

International Pool Championship
Platforms: PS2
Our first PS2 title – ah the fun we had with concept approvals! Essentially an all new 3D engine, based slightly on the old Crazy Taxi GBA 3D engine. Took quite a while, but it was nice to finally work on a proper console.
Role: Development lead, artwork, game design, UI, sound fx
Time: Total development time of 18-months

Crazy Taxi: Catch a Ride
Platforms: GBA
Another fairly hands-off project. We created a proper fully textured 3D-engine here for GBA, truth be told though it ran too slowly. We nailed the look and sounds of Crazy Taxi, but not the gameplay. Looking back now though – that skybox was horrible!
Role: Development lead, testing, UI
Time: Total development time of 12-months

ZooCube
Platforms: GBA
This was actually designed by another developer, our role was just a conversion house. I didn’t do a lot here other than overseeing the project and some testing. Oh, and the UI design – I think I have designed the GUI’s on every single game I have worked on – guess I love ’em!
Role: Development lead, testing, UI
Time: Total development time of 10-months

StarX
Platforms: GBA
A homage to StarFox – beautiful retro filled polygons, with rolling background movies we rendered in Bryce. One of the few games I have developed where I did very little artwork, I focused mainly on design and testing.
Role: Development lead, game design, testing, UI
Time: Total development time of 12-months

Dark Arena
Platforms: GBA
I finally got to do a Doom game, after an aborted Amiga attempt (Dentaku-26). We created our own engine, it was fairly quick but didn’t support textured floors and ceilings, just a sort of dither pattern instead. Quite well received, and great fun to make. We were one of the early GBA 3D studios.
Role: Development lead, artwork, game design, level design, UI
Time: Total development time of 10-months

Cruis’n Velocity
Platforms: GBA
Using our Dark Arena engine, we were given 3-months to do this, from a very hardcore Midway. We made it though! The game even had link-up play! Perhaps not the finest GBA racer…
Role: Development lead, artwork, game design, track design, UI
Time: Total development time of 3-months

Lego Stunt Rally
Platforms: GameBoy Color
My first game at my own studio. A kid-orientated track creation and slot-racing game. Really enjoyed pixelating the lego sets. The programmer on this disappeared without trace, about three quarters of the way through development! I had to quickly find a replacement, but it worked out well in the end.
Role: Development lead, pixelart, game design, UI
Time: Total development time of 12-months