CEO & Creative Director at Huey Games Ltd, co-developer and publisher of Hyper Sentinel.
Twelve years of experience in Game Director/Lead Designer/Senior Designer roles including Game Director at TT Fusion on the LEGO series of games. I've had the pleasure of working with Warner Bros, Sega, Microsoft, Atari, Konami, Universal, Lucasarts and lots of other wonderful people over the years.
I've also written technology articles for Information Week and Tech Radar, and helped to write and edit the book Hints & Tips for Videogame Pioneers by Andrew Hewson. I have run two successful Kickstarter campaigns and have been involved in the UK Games Talent Tranzfuser competition.
When we launched Hyper Sentinel back in May, we promoted it as â€śthe worldâ€™s first interactive live-stream arcade gameâ€ť thanks to its unique Mixer integration. Now we are ready to share conclusions and key data from our Mixer marketing post-mortem.
If retro gaming is collecting and enjoying classic games, the equivalent to owning and watching old movies, then Neo-Retro is the equivalent of Stranger Things – a modern entertainment product which weaves nostalgia throughout the experience.
A new game production modelling tool to fully encapsulate the anguish of game development, and how you can reduce it. Warning: may trigger flashbacks to suppressed memories of nightmare projects.
This article was originally published on www.channelbiz.co.uk on 6th April. I wrote it with a non-gaming centric audience in mind.
[News - 09/09/2015 - 05:24]
I had a stab again ...
I had a stab again in 2012... but it was hardly an original observation by the time I got there. Still the Siri/Wii style control interface was pretty much on the money r n r nhttp://www.channelbiz.co.uk/2012/04/06/monolithic-apple-looks-for-fresh-adventures/
[Blog - 01/13/2014 - 06:26]
This is why, to my ...
This is why, to my mind, game design these days is sometimes undertaken in a back to front manor. Rather than games growing bottom up from interesting systems to an appropriate experience layer to use your terminology applied to complement the interesting system, designers come up with what sounds like ...
[Blog - 04/23/2013 - 08:35]
Thanks for the article - ...
Thanks for the article - it was a useful way of expressing the relationship between gameplay experience and context. One way I 've often thought about it is the mapping of what I 've heard people call the gameplay possibility space to the narrative space. Story designers know that when ...
[Blog - 03/18/2013 - 05:10]
A very well reasoned argument. ...
A very well reasoned argument. It reminds me of some of the more compelling insights in the book Wikinomics see http://www.wikinomics.com/book/ . We are in the midst of a major paradigm shift in the games industry. It 's hard to see it when you 're in the middle of it, ...
[Blog - 09/28/2012 - 01:18]
[News - 08/15/2012 - 07:16]