Brownmonster Games wasn't created until I left my paid job in the games industry. I started working in the industry in the early 2000's and worked on a number of released games. Below is a list of these along with the platforms that it was released on and some of the roles I played when working on them. Of course since the beginning of Brownmonster games, the Rush Rally series is the main highlight, that's why you are here right!?
If I had to choose a favourite game that I have worked on other than the Rush Rally series it would most certainly be Sonic All Stars Racing Transformed. I still play this with my kids today.
- Available on iOS, AppleTV, Android, Android TV and Nintendo Switch!
- The best handheld top down racer you can buy
- Pure pick up and play fun
- Up to 120fps on supported devices
- Leaderboards and ghosts
- Cross platform multiplayer
- 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
- 120 Frames per second on your mobile device
- Realtime multiplayer, events, Cross platform leaderboards and ghosts.
- AAA racing in handheld form!
- 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
- 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
- Lead vehicle programmer
- Working with Unreal engine and Havok physics
- Animation and IK programming
- 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)
- 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
- 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.
- 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
- 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.
- 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
- Gameplay programming
- AI Programming
- Maintaining the Codemasters physics engine within our own
- Core Tech, supporting the use of the Sumo physics library I wrote.
- Additional core tech to aid character movement.