PixelJunk Racers (PS3/PSN) 2007
Working with Rhod and Dylan, I made an HD 2D casual
action game for PSN. I tried to create something halfway between a slot car simulation and Bomberman.
BOOM BLOX (aka PQRS)
(Wii) 2006
Doug asked me to kick off a new Wii title, so how could I resist? I did some basic R&D with the controller, then a bunch of physics-based gameplay mechanics prototyping. Working with Lou and Jeff, we managed to cover a lot of design territory very quickly – I think rapid prototyping is quite difficult to get right, but can be very satisfying.
Indie Game Jam 4 (PC) 2006
My game was was inspired by previews I read for REZ. Ie, I imagined it was something like this... I wanted a game where the music, level, and gameplay all encourage (but not force) the player to use the controller in a visceral way that *feels* good.
Happycake/Breach
(Cell) 2004-2005
Jon and I created a prototype of a Cell-server physics-based action game. The basic setup was that the player defends a city from attacking robots (including some truly giant ones).
I wrote an SPU-optimized semi-implicit integrator that used forced decoupling to fit workloads into the local store. The collision system used a union of convex hulls, and allowed dynamic shattering to very cool destructive effect.
Creating self-locomoting creatures was actually
pretty fun – we spent a lot of time on the low-level motion control and not
much on the high-level AI, so they were like the robots of early SF: strong and
stupid. The best part was blowing off their legs and watching them fall - you could do it 100 times and it would never get old.
During the project, Jon and I took a weekend to experiment with programmer-generated cities .





















