Hogwarts Legacy - Switch 2023
Star Wars: The Force Unleashed - Switch 2022
TY the Tasmanian Tiger 2: Bush Rescue - Switch 2021
I helped with the porting to the switch of the original 2 Ty games.
Server work 2019 - Present
As Nightlife has grown so has the need for new servers.
- I am currently developing the Live server, which is the server all apps connect with and HSM which is on of the apps that connects to the Live server.
- I have developed an Online Content Delivery server, for keeping systems updated with the latest Music.
- A playlist server, for generating playlist to be used with our assets.
- An alert server to warn when a Music System has errors or is spamming other servers with messages.
- A thumb nail server, which generates thumb nails as new assets get uploaded.
- Made performance improvements to our Spotify server.
- The Live server, which all apps and front ends connect. Mostly optimisations to code,stopping spam and buggy apps sending bad messages.
crowdDJ Kiosk 2015 - 2018
Same as crowdDJ for mobile devices, except this version is designed for venues as a Jukebox replacement. With the advantage of playing through the house music system and with curated lists. This is not available in the stores as it must be used with a Nightlife Music System.
Google has just announced the kiosk (which is Android) works on the newest version of Chrome OS. |
crowdDJ - iOS / Android 2015 - Present
Request music and you favorite venue! An app for iOS and Android, that allows consumers to pick music at any Nightlife Venue.
crowdDJ iOS
crowdDJ Android
crowdDJ iOS
crowdDJ Android
Manage My Nightlife - iOS / Android 2014 - Present
A remote control for the Nightlife Music system for both iOS and Android devices. This allows venue owners to take control of the system without having to go to it.
Manage My Nightlife Android
Manage My Nightlife iOS
Manage My Nightlife Android
Manage My Nightlife iOS
Balls of Steel - iPad / iPhone 2012
A 15 year old PC game, which was among the best pinball games of it's time.
This game is full 2d; I used the SDL Engine for all the 2d rendering. This was to allow for easy portability between platforms. The game was developed on both the PC and the iOS platforms. The game still plays well for a 15 year old game, and looks great on Apple products. I had to change the code base to work with 6 tables that where originally 6 different code bases. I also added a menu system to allow for the selection of different tables.
I modified SDL as it uses the PC messaging system, of sit in a tight loop and get messages once a frame. The modification changed it to run the update / draw loop on a timer (made sure it runs at 60 frames), and received messages as they occur. This allows Apples API's to run correctly, and saves battery life on mobile devices.
This game is full 2d; I used the SDL Engine for all the 2d rendering. This was to allow for easy portability between platforms. The game was developed on both the PC and the iOS platforms. The game still plays well for a 15 year old game, and looks great on Apple products. I had to change the code base to work with 6 tables that where originally 6 different code bases. I also added a menu system to allow for the selection of different tables.
I modified SDL as it uses the PC messaging system, of sit in a tight loop and get messages once a frame. The modification changed it to run the update / draw loop on a timer (made sure it runs at 60 frames), and received messages as they occur. This allows Apples API's to run correctly, and saves battery life on mobile devices.
Tumblebugs 2 - iPad / iPhone 2012
This game started on the PC, it has been my job to port this game over to the iPad and iPhone. This has been an entirely new experience for me as I haven't coded on an apple computer since the Apple 2E.
I have had to learn the iMac operating system (Lion), xCode, bash, git, and Objective C; just to name a few things. I have had to modify the code to compile on linux and to reduce the memory / CPU usage; as the iPad / iPhone have tighter requirements than the PC.
Plus add code to work with the Game Center and App Store.
This went on sale in the app store on the 28/8/2012.
I have had to learn the iMac operating system (Lion), xCode, bash, git, and Objective C; just to name a few things. I have had to modify the code to compile on linux and to reduce the memory / CPU usage; as the iPad / iPhone have tighter requirements than the PC.
Plus add code to work with the Game Center and App Store.
This went on sale in the app store on the 28/8/2012.
Urban Engine 2011 - PC
This software is designed to show off engineering products so that it can be easily marketed to the target audience. It is much easier to explain some thing that you can see.
This is written using Ogre and c++. Some of the things that I wrote include AI for the people that may be placed in the scene. This also extended to things like animation overriding to allow them to carry object. There are also spawners to allow for a continuous flow of people; and triggers to allow events to happen at a given location.
Also I added modes to the editor to swap between viewing a scene and editing the scene. This included an asset manager for searching for object. A save system and loading systems; so that various objects could be turned on and off at different times. Of course no editor is complete without an undo / redo system, which required a rewrite of a large part of the engine.
This is written using Ogre and c++. Some of the things that I wrote include AI for the people that may be placed in the scene. This also extended to things like animation overriding to allow them to carry object. There are also spawners to allow for a continuous flow of people; and triggers to allow events to happen at a given location.
Also I added modes to the editor to swap between viewing a scene and editing the scene. This included an asset manager for searching for object. A save system and loading systems; so that various objects could be turned on and off at different times. Of course no editor is complete without an undo / redo system, which required a rewrite of a large part of the engine.
Star Wars: The Clone Wars: Republic Heroes - PC, PS3, X360, Wii 2009
I wrote a lot of the AI, including boss battles; networking code; memory optimizations.
Star Wars: The Force Unleashed - PS2, PSP, Wii 2008
I wrote the entire AI system from the ground up. Created the pathing system for them to move about on, the Goal system to allow them to make semi intelligent actions. Their weapons and animations, plus the tools to allow the artists to setup the AI data.
Helped with the physics, collision systems and the cameras visibility testing. Plus optimizing code and memory.
Helped with the physics, collision systems and the cameras visibility testing. Plus optimizing code and memory.
TY the Tasmanian Tiger 3: Night of the Quinkan - PS2, XBOX, GameCube 2006
Helped with the crabmersible physics, and wrote the Kart racing. Made the shops and missiles. Coded the quinkan to climb walls.
Misc Menu and visual effects.
Misc Menu and visual effects.
TY the Tasmanian Tiger 2: Bush Rescue - PS2, XBOX, GameCube 2004
Wrote the Kart racing. Setup the town people and traffic. Wrote the physics for the 4x4.
Misc Menu and visual effects.
Misc Menu and visual effects.
TY the Tasmanian Tiger - PS2, XBOX, GameCube 2002
Fuffy boss fight, menus and visual effects. Basic enemy AI and traps.
Sunny Garcia Surfing - PS2 2001
Wake and splash effects. Rumble mode and ending screens.