Portfolio

Beasts of Balance: Battles

Studio
Sensible Object
Platform
iOS, Android
Description
At Sensible Object I was responsible for the development of Beasts of Balance: Battles, a major expansion to the Beasts of Balance base game. I took ownership of the legacy C# codebase, addressing technical debt where necessary, adapting existing code for expansion, and implementing procedures to ensure the continual improvement of the codebase

Induction

Studio
Bryan Gale Ltd
Platform
PC
Description
Induction is an abstract puzzle game about time travel and paradoxes. As you master its logic, Induction aims to rewire how you think about cause and effect. Induction is my first title as an independent developer and I was responsible for all aspects of its production.
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Tiny Games and Sesame Street Tiny Games

Studio
Hide&Seek
Platform
iOS
Description
I helped Hide&Seek to develop this pair of mobile titles, applying my existing Flash knowledge to AIR on iOS. I rapidly revised features in response to feedback from our external partner, and I was able to quickly adapt to using Objective-C and PHP where and when the project required.
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Pepper Panic Saga

Studio
King
Platform
Browser, iOS, Android
Description
While at King, I helped develop both mobile and browser versions of Pepper Panic Saga. I developed the component-entity architecture that allowed straightforward code reuse between the studio's in-development titles, and was a member of the team responsible for porting the browser version of Pepper Panic Saga to Android and iOS.
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Merlin The Game

Studio
Bossa Studios
Platform
Browser
Description
At Bossa Studios I served as lead developer of Merlin The Game. I ensured the game was delivered on schedule with an architecture that would support post-launch additons for the lifetime of the game, as well as mentored the team's three other client developers.

The Sims Social

Studio
Playfish
Platform
Browser
Description
I was one of the key developers on Playfish's Facebook adaptation of The Sim francise, first as a member of the small team building the foundations of the game, and then as lead of one of the development sub-teams as production expanded. I was responsible for maintaining code quality standards, and had shared responsibility for refining the feature and technical backlogs. I had input on most areas of the game, in particular I worked closely with a designer on the prototype of the Relationship system, and produced the draft design and final implementation of the Quest system.

FIFA Superstars

Studio
Playfish
Platform
Browser
Description
As part of a small team at Playfish I helped deliver FIFA Superstars to an agressive deadline, to tie-in with the FIFA 2010 World Cup. I was given the key responsibility of developing 'World Cup mode', which challenged players to predict the outcome of World Cup matches.

Crazy Planets

Studio
Playfish
Platform
Browser
Description
I was the sole client-side developer on Crazy Planets, Playfish's Worms-inspired action game. I also had a large involvement in its design and overall roadmap. I made heavy use of the Box2D physics library and implemented a destructible terrain system.
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Minigolf Party

Studio
Playfish
Platform
Browser
Description
I was one of two developers creating Minigolf Party at Playfish. In particular I was responsible for avatar rendering and customization, using the Papervision3D library.