Games

Welcome to my portfolio. Here's a small selection of games for you to dip in to. If you have any questions or want more information on other games that I've worked on please feel free to email me or message me via twitter.

Cheers!

Leap Day

Leap Day

Platforms: iOS / Android

Developed in Unity

Roles: Game Design / Programming / Level Design / Sound Design

Art: Matthew Annal@mat_annal / Markus Heinel@markusheinel

A single touch platformer with a unique level generarion daily mechanic that keeps you coming back for more. Arguably the most popular mobile game for Nitrome to date. Since release, we have been creating more and more content and improvements. Working on a game post launch brings it's own unique set of challenges.

Bomb Chicken

Bomb Chicken

Platforms: iOS / Android / PC & Mac / Console.

Developed in Unity

Roles: Sound Design

Art: Gustav @gnarpgnarp

Nitrome's first game to be released on the Nintendo Switch. I was asked to join the project to work on the sound design. Due to the scale of the project, it required more resources to help meet deadlines. A fun game but I was hearing chicken clucks in my head for weeks!

Beneath The Lighthouse

Beneath The Lighthouse

Platforms: iOS / Android / tvOS

Developed in Unity

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Matthew Annal @mat_annal

A physics action puzzler where by rotating disks you steer / drop a boy through dangerous caverns helping him to find his missing grandfather. I love the game world we created in this one. Another game that has oodles of atmosphere and charm.

Cooped Up

Cooped Up

Platforms: iOS / Android

Developed in Unity

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Markus Heinel @markusheinel

This game came out of repeated tweaking and testing in the prototyping phase until we had something that felt fun to play. Sometimes what seems fun in theory needs a few iterations before you find the sweet spot. I also love the sound design in this game. From the banjo chase music to the mad squawks... it adds a charming madness that brings so much to the game.

Roller Polar

Roller Polar

Platforms: iOS / Android

Developed in Unity

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Markus Heinel @markusheinel

My wife's favourite game! The goal of this project was to build a fun game in a month that didn't sacrifice on feel, charm and polish. A polar bear running down a mountain on a giant snowball, enough said!

Ditto

Ditto

Platforms: Web

Developed in Flash

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Markus Heinel @markusheinel

Of all the games I've created, I'm most proud of this one. The idea was built around a simple mirror mechanic on both the x and y axis in a platform engine. Whilst mechanically it wasn't that difficult to make, as a game it really stood out due to the atmosphere and sound design. The story also had a great punchline! Ideas still keep coming in the studio for a sequel on mobile.

Nitrome Must Die

Nitrome Must Die

Platforms: Web

Developed in Flash

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Stefan Ahlin @quitefreshgames

The 100th title for Nitrome was a big milestone, we wanted to do something special. So we made Nitrome Must Die! A bullet hell plaformer with cameos from dozens of characters originaly from other Nitrome games. Whilst bosses generally take up so much of the development time, these were the best bits of the game. (10 of them) I loved the final boss battle, wanting to blow players expectations out of the water really made us think epic!

The Test Subject Series

Test Subject Blue Test Subject Green Test Subject Complete Test Subject Arena

Platforms: Web

Developed in Flash

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Markus Heinel @markusheinel

A game series that was only meant to be one game. We created a back story for this portal action puzzle platformer and it evolved into something else! The final game in the series (Test Subject Complete) has the production values, scope, mechanics and story of a bigger budget game. There was also a multiplayer spin off - Test Subject Arena.

Submolok

Submolok

Platforms: Web

Developed in Flash

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Guiseppe Longo @Mis_BUG

A metroid style underwater exploration game with a four corner thruster control mechanic. The level design was key to making this project work. Careful level planning was required, I also loved challenge of making the soundscape for an underwater world.

Bump Battle Royale

Bump Battle Royale

Platforms: Web

Developed in Flash

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Markus Heinel @markusheinel

The aim of this project was to create a realtime action multiplayer game which enabled up to 4 players on a single keyboard. This all but ruled out anything other than a one key control mechanic. With a spin and charge control system; bumping your opponents out of the ring both worked well with the simple control scheme and allowed us to create some pretty solid AI for NPCs. Also worth noting is the state based commentary system.

Cheese Dreams: New Moon

Cheese Dreams: New Moon

Platforms: Web

Developed in Flash

Roles: Game Design, Programming, Level Design, Sound Design.

Art: Jonathan Annal @Jon_Annal

You control a perpetually bouncing moon made of cheese that must release fellow planets from evil space mice! Exploration in a giant space ship with gravity twisting, pipe firing, molten cheese fun fest insues! The key to the success of this game was to make a purely physics based game feel less random and intuitive. Lots of rule bending and force manipulation was required! Worth it though, as it's a really solid game.