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Super Sports

6th of Sep, 2003ce* in: babelmedia, games

This is probably the longest in-production game for iTV that exists, released just in time for the Olympics by a company other than the one we started doing it for. The problem stemmed from no one really knowing what they wanted, but the art department only having a fixed amount of budget to complete said unknown graphics, which we did until our particular budget ran out. From then on I’m not sure what happened to it… while it hung in limbo we and the client haemorrhaged cash, leading to the closure of the department.

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Soul Calibur II screensaver

25th of Aug, 2003ce* in: babelmedia

Nice screensaver this one. I got in trouble with Nintendo for showing Taki’s tits too much and had to slide her down for decentcy.

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h3o

11th of Jul, 2003ce* in: babelmedia, games, illustration

Some characters I developed for an interactive TV game. Initial concept for the game, that opened up the style.

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IO Robot Warrior

24th of Jun, 2003ce* in: babelmedia, games

IO was released on the Sky TV platform here in the UK in November 2003, its the first game of its kind! (on this platform) A side scrolling shoot-em-up.
The only way to access the game is press Interactive on your sky remote and select “GoPlayTV”. It’ll cost aobut 75 pence to play.
I worked on this project with the then art director, Tom Jackson (who designed and made all the characters), Marc Coupar (programmer) and Robin Gething (audio). Also Dan Croucher (enemy patterns) and Russ Williams (codebase) were in the mix.

IO is actually a great game! Although it was in testing for months before it could be released… Sky TV games have to work on all of thier 30+ variations of recivers, all of which have different hardware!

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Super Sports

19th of May, 2003ce* in: 3D, animation, babelmedia, games, pixelart

Some 16 colour sprites that I did for the game “super sports” on interactive TV

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JakII

12th of May, 2003ce* in: babelmedia

Pitch work, lost the job to Kerb.

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Tetris

21st of Apr, 2003ce* in: babelmedia, games

Officially licensed from the Tetris group, this version of Tetris had to be a certain way or not be at all. I ended up working from Sony’s office on this title, so they could better manage the graphic output. Graphics were created in 3D software and rendered out, initially I used a grid system and different material blocks to create a vastly complicated monolith structure, only to have the senior producers ask me to make the blocks 33% smaller…

Ah! Happy days!

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Page 5 of 5 1 2 3 4 (5)