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Archive for the ‘Games Design’ Category

Online Games Producer – Yazino

December 6, 2011 Leave a comment

Designed a team based competitive bingo game for yazino and produced it within three months. Design work for High Stakes (slots game) and produced the title with a small team. Created analytic flows for all Yazino games alongside comprehensive design documentation on how to improve the suite of on-line casino games. Improved the seating process and performed analysis of user and game data to improve games across the site.

Muti-Platform – Product Signed

November 14, 2009 Leave a comment

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.

Content Design for Online MMO

May 14, 2009 Leave a comment

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.

Nintendo DS

February 20, 2009 Comments off

I have produced a number of treatments for DS games for a variety of developers in the North of England.

Flatout : Ultimate Carnage (WII)

December 17, 2008 Comments off

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.

TheHunter.com

November 17, 2008 Comments off
TheHunter.com was the first product produced by emote using their in house tools and the Just Cause 2 engine from Avalanche Studios.  The Hunter is a unique production that it uses the conventions of MMORPG’s combined with social networking elements including “virtual” friends who inhabit the social network.
TheHunter was an interesting project to design as it required a multitude of skills to integrate the Participate technology, Just Cause Engine and the business needs associated with a free to play/subscription model. The design delivered all the required components for a multi platform (PC/Web/Mobile) product with RPG character progression and structure, design features released through iteration, virtual items and  a subscription model.  TheHunter.com continues to grow but sufferers from not being browser based (Unity Engine) and the overheads of this decision. I learned a great deal about animal AI, ballistics, North American flora, virtual characters , push/pull narrative techniques and MMO design and production issues.

TheHunter.com was the first product produced by emote using their in house tools and the Just Cause 2 engine from Avalanche Studios.  The Hunter is a unique production that  uses the conventions of MMORPG’s combined with social networking elements.

TheHunter was an interesting project to design as it required a multitude of skills to integrate the Participate technology, Just Cause Engine and the business needs associated with a free to play/subscription model. The design delivered all the required components for a multi platform (PC/Web/Mobile) product with RPG character progression and structure, design features released through iteration, virtual items and  a subscription model.  TheHunter.com continues to grow but suffers from not being browser based (Unity Engine) and the overheads of this decision. I learned a great deal about animal AI, ballistics, North American flora, virtual characters , push/pull narrative techniques and MMO design and production issues.

Partcipate

January 10, 2008 Comments off

The Participate design consisted of three technologies which allowed for character creation, social networking functionality and offline image rendering (to be distributed to any connected digital device).
In addition to the standard design features of general look, bone structure, hair colour and clothing Participate also utilised a specific RPG system which allowed your character to “earn XP”  by playing in any genre or type of game connected to the Participate engine.
The social network design was web 2.0 with movable, scalable, customisable widgets and customisable pages, alongside the more generic friends list and banking functions.
The goal of Participate was to allow developers to concentrate on content and gameplay while utilising a robust character creation, socially enabled web content, tournaments, gifts and either precanned or dynamic video footage with character composition.

The Participate design consisted of three technologies which allowed for character creation, social networking functionality and offline image rendering (to be distributed to any connected digital device).

In addition to the standard design features of general look, bone structure, hair colour and clothing Participate also utilised a specific RPG system which allowed your character to “earn XP”  by playing in any genre or type of game connected to the Participate engine.

The social network design was web 2.0 with movable, scalable, customisable widgets and customisable pages, alongside the more generic friends list and banking functions.

The goal of Participate was to allow developers to concentrate on content and gameplay while utilising  robust character creation tools, socially enabled web content, tournaments, gifts and either precanned or dynamic video footage with character composition to enhance their products.

Categories: Emote Games, Games Design

Sony Home

July 17, 2007 Leave a comment
After pitching to Sony Home team we successfully landed our first deal as emote games Ltd. The design was to extend the Sony home platform to web and mobile devices. The final design allowed users to interact with members of the PS3 community from essentially anywhere. In addition to sharing your personal appearance, apartment design and media, additional functionality such as the ability to pre create multiplayer matches between friends, organise tournaments and trade/auction items.
Unfortunately the deal ran into negotiation issues at a later stage and the nearly completed product never saw the light of day

After pitching to Sony Home team we successfully landed our first deal as emote games Ltd. The design was to extend the Sony home platform to web and mobile devices. The final design allowed users to interact with members of the PS3 community from essentially anywhere. In addition to sharing your personal appearance, apartment design and media, additional functionality such as the ability to pre create multiplayer matches between friends, organise tournaments and trade/auction items was added.Functionality is shown at the start and from 3:50 in the following video:

Unfortunately the deal ran into negotiation issues at a later stage and the nearly completed product never saw the light of day

Colors

August 17, 2005 Comments off

The flagship Gizmondo product was a 3rd person action game with a unique feature that has still not been replicated to date. In Colors you could buy and defend your own turf via geo caching (GPS). As your domain grew other players could challenge your turf and either compete against the defenders guarding your space (offline) or enter a heads up deathmatch to win and occupy real world real estate! The product was designed and produced on time for the Gizmondo launch by ex members of The Chronicles of Riddick developer, Starbreeze.

Pragma Poker

May 20, 2005 Comments off

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.

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