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Blogs

Andrew Heywood's Blog

I'm currently a Gameplay/AI Engineer at Ruffian Games, working on Crackdown 2 for Microsoft Game Studios.

I have a BEng in Software Engineering from the University of Edinburgh, and an MSc in Computer Games Technology from the University of Abertay.

In 2005, I was one of the winners of both the Dare to be Digital game development competition (for 'Product with Greatest Market Potential') and a BAFTA Scottish Students on Screen Award, for the interactive entertainment title 'Primary Steps', as part of 'The Frozen North' team.

From 2005 to 2009 I worked at Outerlight Ltd, where we shipped 'The Ship' in 2006, and then in 2007 proceded to work on a sequel to that game for a major publisher. I left Outerlight in May 2009.

Andrew Heywood's Comments

Comment In: Zynga Profits, Users Decline Ahead Of Proposed $1B IPO [News - 09/22/2011 - 08:10]

Whatever your opinion on Zynga, ...

Whatever your opinion on Zynga, I'm not sure it's much of a stretch that a company turning over almost 300m a year would have a market cap of 1bn.

Comment In: THQ: Buying Preowned 'Cheats' Game Makers [News - 08/23/2010 - 05:46]

Typically when you purchase a ...

Typically when you purchase a console game for 40, we're talking 10 for the console manufacturer and 15 for the retailer, with the rest going to the publisher. There generally isn't a clear-cut publisher/developer split in most retail scenarios. The developer will usually be getting royalties at a certain small ...

Comment In: UK Politician Ed Balls Calls Lack Of Game Industry Support 'Madness' [News - 08/20/2010 - 01:57]

Whilst I also find it ...

Whilst I also find it jarring to see lack of tax breaks blamed for RTW's demise, we have to remember that it's just FINE for people to think that. Would they have made any meaningful difference to Realtime No. Will they make a difference to every other company still active ...

Comment In: Puzzles Should Have Clues [Blog - 08/13/2010 - 07:00]

Four words: Broken Sword Goat ...

Four words: Broken Sword Goat Puzzle.

Comment In: Analysis: Limbo's Completion Time - What's in a Length? [News - 07/27/2010 - 08:29]

I find the argument about ...

I find the argument about Limbo's length interesting mainly because the quality of the game is highly inconsistent across that length. A game being three hours long in and of itself is not a problem. The problem with Limbo is that within its three hours, it both runs out of ...

Comment In: Critical Reception: Microsoft/Ruffian's Crackdown 2 [News - 07/07/2010 - 01:30]

@Jonathon I think it's unfair ...

@Jonathon I think it's unfair to say we improved nothing. A huge amount of time went into completely re-writing the entire networking system to support 4-player Co-Op and 16-player PvP , which is undoubtedly the game's best feature, and is an order of magnitude improvement over the multiplayer offered by ...

[More Andrew Heywood Comments]   

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