Portfolio

The latest Wireframe magazine features an article by me, about how the snake AI in Partition Sector works. You can download a free PDF of the magazine here, the article is called Snakes in a Maze: ...
Wrote article "How not to code" for Wireframe magazine, which goes into a bit of the history behind Partition Sector, and how updating a 22 year old game involved fixing some very poor programming ...
Wrote an article for Wireframe magazine, on how the shields in Space Invaders worked https://www.raspberrypi.org/blog/coding-space-invaders-disintegrating-shields-wireframe-9/
Had my first article published in Wireframe magazine, on how to make a text adventure game https://www.raspberrypi.org/blog/making-text-adventure-wireframe-6/
I was a major contributor to Code the Classics Volume 1, published by the Raspberry Pi Foundation. It shows how to recreate five classic games in Python - Pong, Bubble Bobble, Frogger, Centipede an...
Release of RollerCoaster Tycoon 3: Wild! (PC), on which I worked as a programmer
Release of RollerCoaster Tycoon 3: Soaked! (PC), on which I worked as a programmer
Release of Kinect Disneyland Adventures (Xbox 360), on which I worked as a gameplay programmer
Release of Kinectimals (Xbox 360), on which I worked as a UI programmer
Release of LostWinds 2: Winter of the Melodias (Wii), on which I worked as a gameplay programmer
Release of Thrillville: Off the Rails (PlayStation 2, PSP, Xbox 360, PC, Wii), on which I worked as a gameplay programmer
Release of Thrillville (PlayStation 2, PSP, Xbox), on which I worked as a gameplay programmer
Release of Dog's Life (PlayStation 2), on which I worked as a gameplay programmer and level designer
Release of RollerCoaster Tycoon 3, on which I worked as a gameplay programmer
Released Partition Sector, my first game as a solo developer https://store.steampowered.com/app/1068720