I'm a PhD student at the University of Warwick working with HDR video delivery to mobile devices. I graduated from Warwick with a Computer Science MEng in 2018. I strive to make the best games I can so I spend much of my time with Warwick Game Design Society, taking part in game jams! I'm the President of WGD for the 2019/20 academic year.
It Takes Two released on September 10th 2018 on the Google Play Store and Windows. It's now being made available on IndieDB.
it takes two - release
Enemy targeting, tweaked bullet mechanics and controller support are just some of the changes in the first update for Shifting Dungeons since Ludum Dare...
shifting dungeons - update 1
A write-up of my thoughts on my Ludum Dare entry, Shifting Dungeons, and what I intend to do for the upcoming versions of it.
shifting dungeons - ludum dare 35 entry
A summary of my entry for Ludum Dare 33 (You Are the Monster). My entry is called 'Fuzzy Horde' and it is a reverse tower defence game where you play...
fuzzy horde ~ ludum dare 33 - you are the monster - entry
A short article on how/why this game was made, and what it's based on (apart from Pokemon, obviously).
lavender town
A summary of all the work that has been done on the game after the competition closed.
strobe simulator 2014 - post-competition work
Introducing a new game, Epilepsy Simulator. It was developed for a two-week game design competition by Daniel Ilett and Tom Dove. It eplilep-tastic.
epilepsy simulator 2014
The latest update bring with it a brand new game mode filled to the brim with tense, split-second gameplay, plus enhanced Britishness in the form of tea.
four by... two?
The second playable version of Four By Eight features a leaderboard for your high scores, and more varied tile spawning. And there's still lots of furiously...
four by eight - high score chasing
The first playable version of Four By Eight is coming straight at you, in all its minimalist glory! Get ready to press up and down furiously!
four by eight - playable version now available
The fifth update for Project Spikes brings new fields (or, laser arrays) that blitz whatever comes through them, improvements to laser turrets, a new...
dev blog #5: fields and laser improvements
This past week, I've been vastly improving lasers and cubes, and I added comically angry faces to laser turrets. Who can argue with that?
project spikes update #4 - improving physics
The third update for Project Spikes features an evil version of the laser turret, a wall-mounted laser, cube spawners and improved cube detectors, plus...
project spikes update #3 - angry lasers
Another new update, featuring laser turrets, better pipes and ladders, and a couple more improvements!
dev blog #2: laser lovin'
Project Spikes has had a reboot over the last couple of months, overhauling a lot of the scripts and bringing a fresh new approach to its development...
dev blog #1: rebooting and restarting
This week there won't be an update, just me talking about where I'm going with the game and how I'll get there.
the future of project spikes
Now there are player-controlled laser turrets that provide a constant beam that can be reflected by certain surfaces, as can the laser gun, plus a modified...
more lasers, explosions and better options menu
This update features a saving and loading system, with a new standalone version of the game to go alongside the Web player version. Also, new textures...
saving and loading system, new textures and completed hub
Today's update improves the level added in the last update, overhauls the Hub World into a spaceship ready for a future story with a sci-fi theme, and...
new hub, help text and graphical update
A new gun will be added in the latest Project Spikes update. The Gravity Gun can be used to change the direction of gravity, so that physics-influenced...
new gravity gun, improved laser gun and future plans
This is the first post for the game on here, so I'll give the game a bit of an explanation before diving into today's update.
introduction and latest update
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