Road Rage - TAXI

Being developed with my friends at CAN this is a prototype based on the 3d iPhone engine we are creating. This game won't be out for some time if at all in this form, but will be the basis for a driving game we are developing. We will be releasing several titles working up to this, including a mixture of applications and games.

Currently in talks with a well known car manufacturer in order to have the game branded, I'm hoping for good news prior to Christmas! It's all very exciting I must say and has made me nostalgic for my old games development days.

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Redline

Redline was a proof of concept I had from a pitch for Triumph that developed into a full app. The idea I had for the pitch was to be able to load different Triumph engine sounds into a simple application, so Triumph enthusiast could immerse themselves in the feeling of ownership even without having to buy a bike.

I would like to move the application we developed further on so that you can load in different sounds or even add an element of gaming to it, where you have to get the quickest quarter mile time, something for the future though...

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Just in case your wondering we didn't win the Triumph pitch, which is why it doesn't carry any of the Triumph branding! Any other bike companies out there that want to have it branded and released as their own please get in touch!

F1 insider

This sophisticated RSS reader was developed to help F1 fans keep track of the live action, their favourite teams and drivers, while also providing up to date race news from various, user controlled feeds. Critically it's been acclaimed as one of the best apps of this type on the store.

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Bayer Comic

Again an internal brief for Bayer, to create comic alter egos for their sales team and weave into the story a battle fought between Bayer products and the diseases that destroy crops. Initial concepts were clean, and the story was nicely paced and well thought out, but unfortunately client intervention just watered the core idea down until it was confusing and unrecognisable. Repeated changes in the storyboards just served to remove precious time for the actual animation and art-working. Although the finished project was well received, I wasn't happy from a creative viewpoint.

Here you can see some of the early storyboards

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And here some of the more finished visuals as basis for the flash animation.

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Bayer Screensaver

This was an internal brief for Bayer, to create a screen-saver promoting the Aviator product and Bayer brand, with emphasis on the 'boost' aspect. We had developed a campaign using a supertanker running through a field of corn that I had CGi'd previously, this was to be the core visual, requiring basic animation in flash. I also had a crash course in generating a screen saver exe for PC!

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Merial microsite

It's never easy to make worming sound exciting, fortunately we were working with the good guys on this campaign, and were tasked with coming up with some ideas for the micro site to showcase the value of vaccinating cattle with Eprinex.

Brief:
Targeted at the farmer, based around the idea that something was stealing your milk and the theme of a crime scene, create a micro site, that is engaging and easily communicates the value of vaccinating with the product.

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From these ideas...

Bayer Aviator campaign

These are a few examples of a long long series of work I undertook [and which still continues] on a campaign for Bayer crop science for a product called Aviator. Based on the introduction of a new chemical to increase the yield of crops, we had to highlight the element of 'Boost' in various ways. Part of the original creative they agreed upon was a soft clay-mation look to the visual style. This soon gave way to 'just stick a green background behind it'

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Baratt

As a freelancer I worked with a number of clients, some mundane some very contemporary, but all had their particular quirks. This was a simple visual based on sketches and plan drawings. However the time taken to match it exactly to the clients requirments was considerably longer than I had expected. The main reason? Rigorous attention to detail, something I had not been expecting, right down to the shade, type and size of the brickwork!

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It's all about Adam

My introduction into design, that is design with a structured approach, started at Sheffield Hallam University way back in 1995, where I studied product design. It taught me various skills, including Ergonomics, Customer focused design, materials technology through to basic skills such as marker visualization, schematics and technical drawing.

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This education fed a desire to work in a creative industry, however my route did not follow my training. Instead after leaving college a difficult year finding work forced me to innovate and set up a small [one man] graphic design service. This taught me basic commercial survival skills, all the while still searching for a position within a design conscious manufacturing company.

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The opportunity never materialized, but what did happen would irreversibly change my approach to design. In the early 90’s a small computer games development company called Codemasters took me on. Other than some tinkering on the Commodore 64 in my youth, computer games were something I knew little about. However they were keen to train me, and saw merit in my traditional design skills. It was here that I was formally introduced to the power of computers.

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My first projects were developed for the Mega Drive; Micro Machines, I doubt many people will remember this, but if you imagine using a palette of 16 colours, two of which must be black and white, one must be transparency, you can imagine the skills needed to create anything other than a scrawl.

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Move forward a year and we saw a revolution in gaming with the introduction of the Playstation [the first one!]. Full 3d rendering, lighting, textured and shaded polygons, real animation and video playback. With a leap in hardware technology saw an associated leap with the software to develop the games.

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This saw my first introduction to 3d modelling and animation. Enter Autodesk 3d Studio, and subsequently 3d Studio Max 1. The first time we booted it up and I sat in front of the monitor I thought, “this is what it must feel like to try and learn Russian”. It was a painful learning curve, and even though I used it for generating art content on TOCA Touring Cars and Colin McRae Rally I didn’t fully understand the power of 3d until I moved onto another small games company called Psygnosis.

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By the time I had my feet under the table at Psygnosis [Now SONY Liverpool] there were already tremors within the industry, resonating around the huge bubble of expansion the games industry had undergone in the last few years, the spiralling marketing budgets and tiers of expensive middle management. Many of the titles we worked on, some nearing completion, were unceremoniously shelved with all the associated human costs that brought.

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My first experience from the fallout of this was when we turned up for work one morning at Hangar Lane [Oh the glamour of games] and on the boardroom desk half of the seats had in front of them white envelopes. Those that were asked to sit in these chairs opened the envelopes to find they had been made redundant. No best practice then or rights for employees, just thank you and goodnight. This was a recurring theme within the industry over the next few years, no studio or company was immune, not even the mighty Psygnosis, jewel in the development crown of SONY. I recall the day our studio was shut, people were strolling out with everything apart from the toilet seats.

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Following Psygnosis' demise, I moved to a small but well renowned little development company called the Bitmap Brothers. Responsible for such classics as Speedball, Xenon, Chaos Engine and Z they were on a downward arc with the move from 2D isometric games into the realms of full 3D development. Both Z "Steel Soldiers" and Front-line Command suffered badly from feature creep, and the sheer pressure of developing for a moving target, in this case PC, put a great deal of strain on the overstretched code resource. The catastrophically bad Speedball 2100 [Their first and last PS1 title] developed out of house was the final nail in the coffin and signalled the demise of this legendary studio.

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Where to go from here? Well initially I set up a small two man team with one of my colleagues from the Bitmap Brothers, John Kershaw, to supply art content for development companies. Our first large contract was for Hutchison Wampoa [now 3 mobile] and was a small mobile platform game in the same vein as the early Bitmap games. Ironically this nearly finished our small endeavour as, even though it was a months work, it took 3 months and 40 signatures to get paid!

For the next few years we developed mobile games for Fremantle media, including I'm a Celebrity, Family Fortunes, Blockbusters, The Price is Right and Sale of the Century, while also working on our own IP. It seemed like a lucky break but as a young developer we were tied into a royalties only deal that saw our company take all the risk, and the various operators take all the revenue. My fellow directors wouldn't agree on the changes I wanted to take place in order to wrestle some control back, so reluctantly we split the company and I walked away from the mobile development side to concentrate on my own freelance enterprise. This change in tack brought me to where I am today, a move I consider as more of a sideways step than a total change in direction.

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Ironically I still do many, if not all of the things I used to do and more; from motion graphics, visualisation and CGi, through to mobile and web development. It is a fast moving environment and I relish the fact that I can be visualising a POS display stand Virgin Media one day or working on a game for Subaru the next. I still manage to find time working within a small iPhone development team in my spare time, developing my own range of loudspeakers, and help parenting my beautiful daughter.

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In many ways I'm glad that I didn't get that early opportunity to specialise solely in product design, I think I would be a poorer designer for it, and wouldn't have enjoyed many of the opportunities within my career that I've had to date.

Carterwood

The Carterwood website was particularly interesting because it used the Flash content management system Flashblocks. Even though this was the first time I'd used this particular system, the design and build was relatively easy. The client wanted the site to have interactivity, and the ability to add and update on a small scale. This seemed like a good cost effective solution at the time.

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