I've been programming games for more than 20 years. Previously I worked on the WORMS franchise for Team17. I currently teach game programming and design at the University of Bolton and run a small indie studio called MindFlock where we specialize in AI based gameplay.
A quick news update with news about artwork and some thoughts on systemic design.
Quick bit of news about potential shift to Unity, taking part in Ludum Dare this weekend and Livestreaming as I develop.
A fair bit of work done this week, but things have been going up and down a lot development wise.
A quick video showing a recent foley recording session.
This week has been a bit of a blur. Finally got a build together and out to a few people. Mainly just compatability testing, but still it feels good to...
Another update with some new work-in-progress artwork and a little bit of information on the direction of the game.
An update to show some work on the character design that has been going on this week. Lance did some concept work to try and nail the proportions of the...
Added some new images to the gallery today showing some work-in-progress shots of housing modules and shacks. Plus a feature about how HOPE is a game...
The latest developer video diary. Finally finishing off physics and on to more gameplay!
The latest update on development of HOPE, with updates to physics and tools used in the game.
Just a quick post to share some concept art for the engineer/worker that Lance has been working on.
Latest developer diary video (#16) showing building a rig in timelapse. This is the "build drone" mode that allows you to build out the structure of the...
I was working on a quick test with generating light maps for a test level called "Manchester". It turned out reasonably well, at least for a first test...
Just a quick update with some shader work from this weekend. Trying to work out a nice cloaking shader. Have a look at the vid.
Why I think EA and Speilberg's LMNO failed and what that means for Damzel and MindFlock and our efforts to make a game in a similar vein.
This last month or so I’ve been working on squad control for Damzel. Squad control is perhaps the most important part of the game, because you spend most...
Of all the things you will be doing in Damzel, the most important will be giving commands to your squad. Given the importance of that aspect of the gameplay...
The roots of Damzel lie in squad based "protection". This week I've been looking at an old Dos game called Syndicate by Bullfrog (who then became EA who...