Credits

MobyGames cred­its: My MobyGames pro­file, with the few games list­ed on there, below is a com­plete list of games that I have worked on.

Super 23 Racing Mobile

Format(s): iOS, Android
Released: 21/08/2019 (iOS), 04/09/2019 (Android)
Com­pa­ny: Enig­ma 23
Role: Devel­op­er and all the var­i­ous types of required design­ers (game, graph­ics, UX, etc).

Match 3 Classic

Format(s): iOS, Android
Released: 26/10/2018 (iOS), 01/11/201 (Android)
Com­pa­ny: Enig­ma 23
Role: Devel­op­er and all the var­i­ous types of required design­ers (game, graph­ics, UX, etc).

Minecart Runner

Format(s): iOS, Android
Released: 07/04/2015 (Android), 17/05/2015 (iOS)
Com­pa­ny: Enig­ma 23
Role: Learn­ing from, and improv­ing upon, the release of Shh, Zom­bies, Minecart Run­ner is my sec­ond solo title where I have tak­en on all roles need­ed to pub­lish on iOS and Android mar­ket places.

Shh, Zombies

Format(s): iOS, Android, Win­dows Store (Desk­top)
Released: 28/10/2014 (iOS/ Android), 22/07/2014 (Win­dows Store)
Com­pa­ny: Enig­ma 23
Role: This is my first project as an indie devel­op­er, I’ve tak­en on all aspects required of me to be able to ship this game, rang­ing from (but not lim­it­ed to): game design­er, coder, UI/ UX design­er, PR and mar­ket­ing.

Astro Shark

Format(s): iOS, Android
Released: 06/03/2013
Role: QA func­tion­al­i­ty and user expe­ri­ence test­ing. Game design and game­play feed­back.
After Lai­ka, the Russ­ian Space Dog, is kid­napped from Astro Shark’s lov­ing fins and sent blast­ing off into the deep space by evil Space Dog knap­pers, Astro Shark sets about track­ing down his beloved pooch and return­ing home.

Captain Morgan: Captain’s Conquest

Format(s): iOS, Android
Released: 03/2012
Role: QA func­tion­al­i­ty and user expe­ri­ence test­ing. Game design and game­play feed­back.

Electric Tentacle

Format(s): iOS
Released: 27/09/2012
Role: QA func­tion­al­i­ty and user expe­ri­ence test­ing. Game design and game­play feed­back.

In this infi­nite run­ner, you and your ani­mal friends have been shrunk down to nano-size by the invaders and now you have to escape! Tap the screen to zap a bolt of elec­tric­i­ty which will drag your crea­tures toward it. Nav­i­gate through tricky obsta­cles and be care­ful to not get munched by the nasty ene­mies!

TLBB

Format(s): PC
Released: 01/09/2010
Role: QA func­tion­al­i­ty and local­i­sa­tion test­ing. Com­mu­ni­ty Man­age­ment.

TLBB is a Free-To-Play Mar­tial Arts MMORPG adapt­ed from the pop­u­lar Chi­nese nov­el Tian Long Ba Bu which was writ­ten by famous mar­tial arts Wux­ia writer Jin Yong. Devel­oped by ChangY­ou, TLBB attracts such a vast amount of play­ers that it is cur­rent­ly ranked 3rd in the Chi­nese MMORPG mar­ket.

Perfect Dark Arcade

Format(s): Xbox 360
Released: 12/03/2010
Role: QA func­tion­al­i­ty test­ing.

Per­fect Dark Arcade is a remake of the Nin­ten­do 64 first-per­son shoot­er Per­fect Dark, devel­oped by Rare and released in 2000. The play­er con­trols Joan­na Dark, an oper­a­tive for the fic­tion­al Car­ring­ton Insti­tute, as she attempts to stop a con­spir­a­cy by rival cor­po­ra­tion data­Dyne. Things become com­pli­cat­ed rapid­ly as she finds her­self in the mid­dle of a war between two alien races who have allied them­selves with dif­fer­ent fac­tions on Earth.

Per­fect Dark Arcade was under devel­op­ment for near­ly a year and fea­tures sev­er­al improve­ments over the orig­i­nal game, includ­ing high­er res­o­lu­tion tex­tures and mod­els, and a mul­ti­play­er that sup­ports the Xbox Live online ser­vice.

Football Manager Live

Format(s): PC (Down­load and DVD)
Released: 04/11/2008 — Down­load, 23/01/2009 — DVD
Role: Assis­tant Team Lead on func­tion­al­i­ty test­ing of FML, and Team Lead of test­ing the web­site for FML.

Burnout Paradise

Format(s): Xbox 360, PS3
Released: 25/01/2008
Whilst at SEGA I was asked to return to EA as a Team Lead to work on Burnout Par­adise. I was in charge of 8 testers work­ing on the online sec­tion of the 5th Burnout game. This was a great oppor­tu­ni­ty for me to gain more expe­ri­ence, high­er up than a func­tion­al­i­ty tester. Unfor­tu­nate­ly I was hired at the end of the project, so my con­tract was for 6 weeks. How­ev­er I learnt a lot and gained excel­lent expe­ri­ence at lead­ing a team.

Universe at War: Earth Assault

Format(s): PC
Released: 11/12/2007
Uni­verse at War: Earth Assault is an RTS game and the third game I worked on. My job on this was a bit dif­fer­ent to pre­vi­ous work as I was doing local­i­sa­tion func­tion­al­i­ty test­ing. This means that because the game was being made in the U.S SEGA of Amer­i­ca (SOA) were doing the func­tion­al­i­ty on the Eng­lish ver­sion, QA SEGA of Europe (SOE) were doing func­tion­al­i­ty for the Euro­pean lan­guages. My job was to find issues that were only present in any of the none Eng­lish ver­sion, whether it be in the sin­gle-play­er or mul­ti-play­er.

The game itself is very good, with three fac­tions to play as. The Hier­ar­chy, the first fac­tion the play­er takes con­trol of. They are a rapa­cious species bent on pil­lag­ing the galaxy of its very lifeblood. After com­plet­ing the Hier­ar­chy mis­sions, con­tin­u­ing the sto­ry, the play­er then gets to con­trol the Novus. A race of sen­tient machines that trav­els the galaxy via worm­hole tech­nol­o­gy in search of their sworn ene­my, the Hier­ar­chy. The final fac­tion that the play­er gets to play as are the Masari, an ancient race of near-god­like renown. Evolv­ing far beyond the prim­i­tive tech­nol­o­gy of oth­er species, they alone have unlocked the secrets of real­i­ty, wield­ing both light and dark ener­gy with awe-inspir­ing ease.

The Club

Format(s): Xbox 360, PS3
Release Date: 08/02/2008
After leav­ing EA I found myself at SEGA in Chiswick, where I worked on The Club doing func­tion­al­i­ty test­ing on the Xbox360 and PS3. Dur­ing my time on this project I became one of the top bug­gers, sur­pass­ing peo­ple who had been on the project for dou­ble the length of time I had. I also got the oppor­tu­ni­ty to trav­el to Swe­den to demo the game at a small retail event ran by SEGA’s Nordic dis­trib­u­tors.

Harry Potter and the Order of the Phoenix

Format(s): Xbox 360, PS3, PS2, PSP, PC, Wii
Released: 2
My first job in the games indus­try was as a func­tion­al­i­ty tester work­ing at EA on Har­ry Pot­ter and the Order of the Phoenix. I was offered the chance to work for EA through a Pro­duc­er I helped out with some online com­mu­ni­ty work for a game released late 2006. I learnt a lot about the indus­try and QA whilst I was work­ing for EA. When I start­ed Har­ry Pot­ter was in pre-Alpha, so I was lucky enough to see the game through from pre-Alpha, to Alpha, to Beta and final­ly release.

Ever since I was 11, I’ve been want­i­ng to be work­ing in the games indus­try mak­ing games. When I first saw my name in the cred­its for Har­ry Pot­ter and the Order of the Phoenix, it was a dream come true and I am now get­ting ever clos­er to my goal of becom­ing a Design­er!