I have worked in the Digital Interactive Entertainment industry since 1992 and have designed, produced or licensed gaming products on almost every platform from Amiga to PS3. I am a creative problem solver with a keen eye for details and the production experience to assist in any interactive project, large or small. I have negotiated multimillion dollar contracts, licensed software and Hollywood IP, launched a games console, ran a creative studio and designed countless projects for I-DVD, mobile, handheld, console and PC.<h1>Freelance
I have worked in the Digital Interactive Entertainment industry since 1992 and have designed, produced or licensed gaming products on almost every platform from Amiga to PS3. I am a creative problem solver with a keen eye for details and the production experience to assist in any interactive project, large or small. I have negotiated multimillion dollar contracts, licensed software and Hollywood IP, launched a games console, ran a creative studio and designed countless projects for I-DVD, mobile, handheld, console and PC for major publishers as both an employee and freelance agent.
I have worked on smooth running projects and projects from hell and have a keen eye to the hidden pitfalls of game development in both design, production and business development disciplines.
Please contact me at hilton3atgmaildotcom to discuss any project, large or smalll.
Produced design documentation, planning and publisher liaison for a Euopean game developer.
PS3, 360, Wii, PS2 and Iphone product signed currently in development with Activison.
Producing content for one of the largest free to play MMO games.
World design, character profiles and game mechanic interactions for mass multiplayer online games.
I have produced a number of treatments for DS games for a variety of developers in the North of England.
Created the design treatment for converting Ultimate Carnage to the WII. This involved redesigning the menus, interfaces, game structure and additional controls for motion sensing and wiimote.
Assisted Pragma Poker by setting up an external QA department, calculated rake equations, re-designed the camera systems, managed the mo-cap data direction and redesigned the poker interface.

Produced two designs for Zoo Digital publishing, I-DVD games. I-DVD games are a unique brand of game development as DVD players have little or no processor, slow input devices and slow read times. The designs were described as “perfect” by the development team as they mapped out the whole process from start to end of the game in both flowchart and screen designs. I am led to believe that they became the template for DVD game design at Zoo. Unfortunately both products “Flushed Away” and “The Ant Bully” never went into production as development time frames were crushed at Zoo.