Here are some of my older releases that served as a great way for me to learn about the process of making games, and the importance of not only polishing them, but to push myself to keep remaking things until they are as good as they can be. A fun thing to note is that I started off by coding the games before moving into making artwork (albeit with a small mouse). Eventually I graduated to a Wacom tablet and it was, of course, a much more effective way to create better game graphics.
Needless to say, many of the archived oldies below fall well below the standards I hold myself to now, but it's fun to look back and see not only how ridiculously embarassing most of these are, but also how my work has matured and evolved since these early days!
Gnome Sweet Gnome (2012)
Just like Tome Sweet Tome, Gnome Sweet Gnome just served as tablet drawing practice. It's another physics based game but does something a little different; you click and drag over a certain area to destory those blocks and try to help the gnome reach his gold. This was the last game I made before deciding that anything I made afterwards would be something I'm happy to put into a full portfolio. That's why the archive cuts off here and I consider Slay With Santa my first true 'new era' game.
Charlie Buchanan: Job (2012)
A quick little companion game I put together for a cartoon character that I was making with Mythologic. It's a short, crappy little multiple choice app. I'm leaving it here for posterity, although I will probably regret that.
Tome Sweet Tome (2012)
The first game I made using the drawing tablet, I consider this as a pratice title. The exploding blocks were inspired by the trailer for Battleblock Theater. There's alot about this game that I like but unfortunately the coding was a bit rushed and it feels a bit buggy. Nevertheless, I'm happy with the aesthetic, but I wouldn't release something like this these days.
A stop-and-go physics based platformer. This is the last time I used a mouse to make this kind of artwork. and the last game I made before getting my drawing and tablet and discovering my own art style. Again, there isn't much to say about this one!
Azriel: Quest for the Skyharbor (2011)
On reflection, Azriel is a pretty huge game. It's a base building, real-time strategy game where you must recover the pieces to a gauntlet called The Skyharbor. Each shard gives you an extra elemental special ability to use on the battlefield. It has an overarching story, spell recipes, cutscenes and a big finale. This is the last game I made with Plumpman, although I hope that will change one day!
Pocket Warriors (2011)
Pocket Warriors was an online fighting game using a rock-paper-scissors mechanic but juiced up a bit. We worked with Kongregate on it's soft launch and built up a dedicated community of fans who even went so far as to work out the mathematic meta-game and created a detailed Wiki. The thing that players enjoyed most was something both Plupman and I did as well; engaging with and being super active in the community. We eventually had to shut down the servers because, as far as I am led to believe, it wasn't profitable enough.
Cave Dudes (2011)
Inspired by a game I used to play on ny brother's Jaguar 64 called Dino Dudes. I made this with Plumpman while still trying to find my feet with a particular art style. I think maybe the controls feel a little bit clunky in this, but if I could remake it I am sure that the base premise is sound and that it is a foundation for a decent game.
I was sent a little game prototype from Ryan Pridgoen which was basic but a lot of fun to play. I put together some art for it and it turned into BulletSpree, a quick little timewaster. There's not much to say about it, it's pretty basic fare.
Harvest Ranch (2011)
Pretty much your standard physic- based puzzle game. I'm not sure I tried anything new in this one. I'm happy with the artwork (I was still using a mouse) and the sounds. It comes together to feel like one of my more polished earlier releases.
I tried to spread my wings on this one a bit, both design-wise and artistically. My first (and so far only) attempt at pixelart, UFOWNED is a crazy, fast paced action game that heats up as you play. Some of the controls may be a bit clunky but in general I'm proud of trying something different. IndieGames blog listed it as their Browser Game Pick.
Bazooki: A Silent Affair (2011)
Although this is pretty much more of the same Bazooki, it marked a point in the series where I began to experiment with themes and aesthetics. Although Bazooki: A Silent Affair isn't all that innovative, I would like to think the ideas it gave me would prove to be beneficial for the other games later in the series (The Great Bazooki and Bazookipocalypse!).
Epic Bungee (2011)
I felt the itch to make something quick - a silly idea with a simple premise. To fulfil this need I proposed a quick little game jam with my Gun Game teammate Plumpman. I came up with the idea for world's first retro bungee-jump based RPG and we put it all together in around 24 hours. It's quick, it's simple, and I'd love to remake it!
Over The Border (2011)
OTB is ridiculous but was a lot of fun to make. It was my first collaboration with Russian programmer ReconditeArcher. Tom Fulp played the game on a Newgrounds livestream once, which was fun to watch. Reaction to the game was really favourable. It was most likely inspired by the incredible Toss The Turtle, but didn't come out quite as good!
This is the first and only game I made with Seoul-based programmer Daesung Park. I really wanted to try something new so came up with the idea of putting two slices into a structure and separating them with an impulse. Daesung is a very talented programmer and came up with a great engine to replicate my idea. Slash/BOOM was listed as one of PocketGamer's top 10 Kongregate games to be played on Android.
I worked with The Gun Game programmer Nicolas 'Plumpman' on this one. I wanted to make a physics based game but with a unique mechanic. I thought it would be cute to give the projectiles faces, and so colour-matching block-eating iZZi was born. I decided t put some relaxing music in the game from Russian composer Sergey Eybog to give it a zen feel while playing. We later discovered that one website extrapolated the custom level designer from the game and had built a cult community of level creators.
I took a return to programming here as JunkyardSam had another idea for a small game. Parts of it were a challenge but I learned some new techniques to make sure I could replicate my collaborative partner's vision exactly as he wanted it. Junkyard also made the music in the game. It's a small game and good enough for a two-minute timewaster.
The Gun Game 2 (2010)
TGG2 represents a heady and exciting time in my game development career. It wasn't long before this I had been supporting myself by working a full-time night shift stacking shelves in a supermarket; all of a sudden, I'm getting offers left, right and center for a sequel to The Gun Game. Eventually, after getting a call from New York, we went with our original pubisher and TGG2 remains one of my most financially and commerically successful releases.
I was still teaching myself art and animation around this time using a small mouse (a long time before I got a drawing tablet), so was equally suprised and elated when Wayne Marsh - who is an awesome programmer - decided to work with me on Bazooki. I'm fond of the game because for the first time I felt a lot of control with the design and didn't have to worry about the coding. Wayne did start porting it to iPod/iPhone at the time but unfortunately we never finished it.
This was a collaboration that stemmed from pixelBOMB as mentioned below; talented artist JunkyardSam got in touch with me when he played the game wanting to make something similar and after speaking for a while, we made farmBee, our first game together based on the same mouse-only game mechanic. I was on programming duty for this one, and it was a pleasure to work with such an accomplished artist. JS also made the music for the game.
The Bow Game (2010)
Due to the success of The Gun Game, we were asked by Armor Games to make a game in the same vein but using bows and arrows instead. It's more of the same and I'm not particularly proud of it; but seeing as I had just gone full time with making games it would have been too much of a risk to turn down.
The Gun Game (2009)
Not only does this game represent the most important release of my career, bu it also signifies a massive turning point in my life. It was the success of this game that allowed me to pursue game development full time and really try to study and improve on my craft. It stemmed from something simple, too; I sent some hands and weapons graphics to my programmer Nicolas 'Plumpman' and he incorporated the physics system with box2D. We released the game in October 2009 and shortly after that it went viral, gaining millions of hits worldwide.
Captain Crash (2009)
Captain Crash marks the first game where I started working exclusively as an artist that worked with a programmer, rather than the other way around. I had a lot of fun making this game with Dr.Robot, and I even asked my friend at the time to make a Captain Crash theme song. I probably got the idea from the huge 'Toss The Turtle' game, but again Captain Crash stands significant for me as a change of trajectory for my game development career.
PixelBOMB 2 (2009)
I had fun making the orginal 'pixelBOMB', so in the second one I tried to make it a bit more flashy; music, better effects, easier on the eye. It's nothing groundbreaking but it's a nice little timewaster and I'm happy with the level of polish for a small game. It would inspire the game I released the following year with JunkyardSam: 'farmBee'.
Another attempt to make a free-flowing, clean and accessible game. The game works fluidly and is controlled by the mouse only, and spawned a sequel almost immediately afterwards. It was fun to make because of it's simplicity and fortunately prompted hugely talented artist 'JunkyardSam' to get in contact with me. This ultimately ended up with us working as regular collaborators on some of the games further up this list!
Drunken Pandas (2009)
Unfortunately, 'Drunken Pandas' is my only collaboration with talented characature artist KamikazePanda. It's a bit rough around the edges, but I really like the arcade vibe and the different characters we squeezed into this cute little web game. Looking back, I perhaps would have liked to have added a local multiplayer mode as well.
Inspired by jmtb02's 'The Ball' series of games, I attempted to make something visually clean, with simple but addictive gameplay. I'm not sure whether I achieved that or not, but I re-used some of the code base six years later for 'BUBBLEBOY". On the whole, I'm happy to have 'Gravitas' in my little back catalogue of learner titles.
The Sperminator (2009)
I don't really know what to say about this. I think at this stage I was just trying to make as many games as possible in the free time I had whilst working a full time night shift. I worked with Jimp of 'Penguinz' and 'Super Adventure Pals' fame on this one, as I had still yet to fully immerse myself in practicing artwork and animation.
The Cell (2008)
In 'The Cell' I mixed up point and click with interactive keyboard movement. Again - a horrible, amatuer example - but it was the first time I finished a game where I created both the graphics and the coding (and music). In developmental terms, and with the benefit of hindsight, this would likely register as a significant milestone in my progression, despite the glaring lack of overall quality.
I was lucky enough to work with accomplished animator 'BritishMoose' on this game. You play as a penguin trying to improve himself enough to be able to get your song in front of music executives and land a Christmas #1 single. It's small, weird and repetitive, but I can see now how I began to push outside of simpler games and try to make something a bit more technical and RPG-y. Hence the character customisation and stat-based gameplay.
Willy The Whale (2006)
This is the earliest game that I have online. It was probably made in a couple of hours; I was sent the art and tried to make a working game out of it. It's complete and utter rubbish, but a nice reminder of how far I've come. So I keep it around.