
Darksiders 2
A GM-level role at Vigil Games that unexpectedly planted the seeds of a career change

A GM-level role at Vigil Games that unexpectedly planted the seeds of a career change

Development Director role on a first-person shooter with a unique premise and a dedicated team

A story-driven action game with hip-hop's biggest star that pushed our team to its limits

Starting my own company and learning hard lessons about fighting games

When success attracts corporate attention - the final BlackOps boxing game

Making the jump to PlayStation 2 with Japanese docs and EA corporate processes

Lead Programmer role on an N64 boxing game that taught me the value of small, empowered teams

The game I started but didn't finish, as opportunity knocked from across the Pacific

Leading the Nintendo 64 port of EA's World Cup 98 as a veteran programmer

Bringing Bubble Bobble to next-gen consoles with actual arcade specs

Platform game featuring sophisticated sprite compression on Sega Genesis

Sega Genesis platform game based on the Stallone film, developed with Probe Software

An Amiga racing game pushing technical boundaries with 8-way scrolling and multiplayer

Amiga action game published by Team 17, featuring 8-way scrolling and inspired by arcade classic Strider

A martial arts platform game that launched Psyonic Systems and taught hard lessons about working with publishers

Arcade conversion that taught me image swizzling and expanded my role into managing multiple platforms

Converting Capcom's brutally difficult arcade classic to home computers

Porting Capcom's arcade hit with 8-way scrolling and an extendable arm to home computers

Fast-paced arcade conversion that taught me the art of smooth scrolling

First professional game project at Software Creations - arcade conversion, suspicious interview incidents, and a Christmas Day bonus
My third and best C64 game with custom level editor - finally found a publisher who actually paid on time
Converted this Spectrum game to C64 with no source code - learned reverse engineering and how to chase royalty payments
My first published game at 17 - wrote it in a freezing Manchester bedroom, made less than £100