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Rush Rally 3

  • Available on iOS, AppleTV, Android, Android TV and Nintendo Switch!

  • Using Rush Engine (Our own cross platform engine)

  • The latest benchmark in mobile rally racing

  • Real physics using real world car dynamics from real telemetry data

  • 60 Frames per second on your mobile device

  • Realtime multiplayer, events, Cross platform leaderboards and ghosts.

  • AAA racing in handheld form!

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Crackdown 3

  • Lead vehicle programmer

  • Working with Unreal engine and Havok

  • Animation and IK programming

Rush Rally 2

  • Available on iOS, AppleTV, Android, Android TV and Amazon!

  • Using Rush Engine (Our own cross platform engine)

  • The new benchmark in mobile rally racing

  • Real physics using real world car dynamics from real telemetry data

  • 60 Frames per second on your mobile device

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Rush Rally

  • The very first in the Rush Rally series, no longer available on iOS/Android

  • Using Rush Engine (Our own cross platform engine)

  • Top 10 finalist in the indie dev showcase 2014!

  • Retro style gameplay top down cameras rule!

  • Real physics using real world car dynamics to create an authentic experience

  • Facebook/Gamecenter/Googleplay integrated, to allow play with friends

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Sonic Racing Transformed

  • Lead physics programmer

  • Fully Responsible for all the physics and collision in the game across all platforms

  • Arcade Kart handling driven by realistic underlying car dynamics

  • Boat dynamics using real world forces including buoyancy and drag

  • Aircraft dynamics mainly written to give an accessible handling model

  • Animation system with skinning written from scratch, utilises Spu's on PS3 from cross platform code, provides ability to evaluate with differing tangents at realtime (which Playstation Edge does not support)

MotoGP 10/11

  • Lead programmer

  • Focused on simulation motorcycle physics and Xbox360 specific code

  • Full Force based system includes gyroscopic forces to keep bike upright

  • Real Tyre modelling accounting for combined slip situations

  • 60 FPS with 27 bikes racing at once

Split Second

  • Lead Physics programmer.

  • Arcade racer similar to that of burnout (based on a release game)

  • Drifting, Smashes (burnout style crashes).

  • All in game camera work.

  • Truck and Trailer Racing

  • Playable Helicopter physics

  • 30 FPS on PSP with the exact Car dynamics as we use on next gen platforms.

F1 2009

  • Physics programmer, integrating Codemasters physics engine into our engine

  • Full F1 Car tuning and setups

  • Dynamic Tyre wear and fuel during the race, affecting handling real time

  • Dynamic Weather conditions affecting Tyre Model

  • All In game camera work

  • Qualifying, Practice and Time-Trial game modes

GTi Club+

  • Lead Physics programmer

  • Lead Car dynamics programmer:

    • included writing an entire simulation physics model from scratch and integrating it into the main physics library. Arcade handling helpers were then added to replicate the feel of the original arcade game

  • All in game cameras and car shaders

  • 60 FPS

  • Presentation for network game - Lobby and Car Select.

Sega Superstars Tennis

  • Physics Programming

  • Mini Game programming:

    • Monkey Ball

    • House of the Dead

    • Jetset radio

  • Ball effects

  • AI and superstar shots

Broken Sword - The Angel of Death

  • Animation, including full IK system

  • Gameplay Programming, Control Schemes.

  • User Interface

  • AI Programming for path finding using the point and click interface, using A-Star algorithm.

Sonic and Sega All-Stars Racing

  • Uses the in house physics engine that I wrote for Sumo Digital

  • Responsible for supporting the physics library within the game

Colin McRae Dirt2

  • Additional programming, maintaining the Codemasters physics engine within our own

Dr. Who

  • Core Tech, supporting the use of my physics library.
    Additional core tech to aid character movement.