Category Archives: Game Development

A chance Tweet – Web of…Terror?

Posted: August 14, 2020 at 8:41 am
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I like how things sometimes just happen… Take this morning for example, I was just checking my Twitter feed, sipping my morning cuppa when I gazed upon a tweet from YORE COMPUTER. The tweet was showing an advert from the 11th issue of Zero Magazine 1990 – the advert was a game I had “helped out” on and I’d pretty much forgotten about it.

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Mean Machine Dean Podcast!

Posted: June 17, 2020 at 7:10 pm
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I had the pleasure of speaking in depth about my career in the games industry with the awesome Dean from the Mean Machine Dean Podcast recorded recently with my lockdown hair and wannabe Gandalf (feeling) beard! Oh and my trusty ZZap! 64 mug courtesy of my ol’mate at Fusion RetroBook Chris Wilkins.

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Fusion Magazine – Issue #6

Posted: April 16, 2019 at 10:02 am
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Before I start this little post about what this little post is all about, can I ask if you would check out Fusion Magazine , you’ll understand why in minute. All I’ll say is it’s a rather nifty publication I’ve been honoured to have written for in the past, put together by some really talented folks who all share a genuine passion for video games.

So what’s this all about then? Well a few weeks ago Chris Wilkins (Time lord and publishing wizard) asked me if I would like to write something for an upcoming issue. Ok I said what did you have in mind? Erm.. something about Cannon Fodder if you can? (…cue long drawn out pause while my brain scrambles about thinking of what to say, what to write and why the dead pixel is Theresa May still PM(correct at time of keyboard tappingthankfully she’s going going gone!).. well maybe that last part is every day – am I alone here?)

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OCR from a screen grab? Why would you want that? Ahh….Ok.

Posted: June 19, 2018 at 7:42 pm
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As development on Blobbit Push draws to an end there’s a list of things that need fixing, sorting and tweaking before the game can be published. One of ‘these things’ is to compile a list of all the animations we’re using for the front end UI. Stuff like level select, pause menu, you get the idea.  Now I could go with my original intention of just  typing the name of each animation  into a spreadsheet, not the quickest option as I would manually have to read through every animation and type it up. Not really up for that, especially when there’s artwork to create! Hang about wouldn’t it be great if you could screen grab the text and paste it into a document? Hmmm,  well it turns out there’s something out there that does just that  and it’s called Capture2Text for Windows.   (http://capture2text.sourceforge.net/)

So how does this work then? Incredibly easy me old china,  let me show you.

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Origins of the Blobbit logo and meanderings…

Posted: June 19, 2018 at 7:21 pm
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A 3rd Blobbit game has been on the cards for quite some time, we didn’t really plan it as part of some grand plan;  we knew when the time was right a game we would make. That time was late 2017, the game we started was Blobbit Push (1.5).

The very first Blobbit game

Before I write about what the third game I should mention the original game was just going to be called “Blobbit”. This changed not  too long after I’d finished creating the main sprite,  I started having all sorts of ideas about what this strange green blob was and the sort of world he inhabited. It was then we opted to call it Blobbit Dash, a very simple game that involved collecting lost Blobbit Babies and evading baddies, all played on a single screen. There were no levels as such, the game just kept getting faster and faster with each wave of baddies cleared. We didn’t even have more than a single background, it was quite sparse you could say but fun to play. Despite its minimalist design the base idea was there and this soon materialised into something with a bit more depth; Blobbit Push was born based unashamedly on Sokoban but with the addition of  baddies.  The naming convention felt right too, calling it Blobbit Push not only kept it under a single branding umbrella but also served to strengthen the IP if we later chose to expand upon it.

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Revisting the Sensible Golf Editor Part 2

Posted: June 7, 2017 at 11:59 am
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Back in 2011 whilst browsing through some of my art archives I found a disc image called “Sensible Golf Editor”.  Of course I simple had to try it out even if I couldn’t remember how the thing actually worked!

Well it was a great idea at the time but I just couldn’t remember what keys did what

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One Armed Bandit Twice

Posted: May 16, 2017 at 10:04 am
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Summer 2014,  I worked on a pretty damn fine slots game for iOS, sadly no longer available; here’s a few shots from it.I provided all the artwork and animations for these games with the majority of the art created in Inkscape with a few of the bitmap edits done in Gimp and effects for speed added in Photoshop.
The pixel art players were taken from my football sprites series which were created for various print and marketing pursuits, drawn using ProMotion by Cosmigo.

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The Art of Little Bird Episode 1

Posted: May 10, 2017 at 9:47 am
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Christmas 2011, the holiday season was about to begin.. I was just about to begin the slow down for the holidays, you know the usual sort of thing, mulled wine, ginger wine, mince pies, backing up my files, fixing things, you get the idea.  So mid-bite through a mince pie I’m offered a small project to work on, only catch is it needs to be started pretty soon. Something about needing to be done quick. Hmmm.. Tell me more I say..

So first question is, ‘what’s this all about then?’ Turns out the game is a physics based scrolling rollem’about skillfest featuring a little bird that.

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Blobbit Push the 2nd

Posted: March 25, 2016 at 6:42 pm
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It’s been many years since the first Blobbit game came out and as many years again Mark and I have pondered on when we should work on it again. Neither one of us had the time previously  but the planets have aligned correctly somewhere in the Universe and we both agree 2016 is to be the year a new Blobbit game will appear!

But where to start? I’ve thought long and hard over the years of what the next Blobbit game should be. Things have moved on a lot since Blobbit Dash and during that time so as the medium with which games are played. No longer are phones an obscure format with tiny low resolution screens. Neither are consoles all about mega 3D rendering engines and incredibly arduous intro sequences and cut scenes, oh hang on some still are, swiftly moving on…

Work in progress comparison old (left) vs new with alpha shaded shadow too! (right)
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Football sprites… I wondered I did…

Posted: February 8, 2016 at 11:15 am
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I was sitting on the sofa, as you do (or don’t if you have successfully mastered the art of levitation), when a thought crossed my mind. I pondered I did, I pondered again and this time the thought went a little something like this..”I wonder how many times  I’ve drawn football player sprites over the years?”

Hmmm I thought, followed quite closely by an ahhhh, swiftly with a thought of making a drink before I log off. (tea of course!)

The first thing I should clear up is that I didn’t work on the original Sensible Soccer, my old mate Jon Hare created the graphics for this back in the dark ages when the Amiga was the new kid on the block, although I did create the small 16 colour Sensible logo seen here which was used in the game. This itself was based on the rather splendid air brushed version we used to have on the office wall.

Jools’ hand actually writing Cannon Fodder! History in the making!
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