What am I supposed to put here? Hobbies and interests? No-one really wants to hear about that, so I’ll assume you’re here for some of these “video games” everyone’s talking about. If so, you can find a list of my past releases here.

Already downloading my stuff? Then I guess I’ll mention a couple of things…

I’ve been programming for as long as I can remember, probably around 7 or 8. I started with QBASIC in all its ASCII glory, and soon after moved to programming on a Spectrum +2A. Even though it was an antique at the time, it was still very good platform for learning on. The next big language I hit was Java, where I made modifications to the popular Slime Soccer game. Most of my  modifications weren’t particularly fun, but a couple of them were enjoyable with friends.
In 2004, I started C++, in which I discovered the delights on DirectX and made a little shooter game called Trippy and in the process was introduced to the exciting prospect of getting code to actually run on other people’s computers.
In 2005, I imported my PSP from Japan in order to get an early firmware which would be easy to crack and code for. Soon after, I found out how to get Cygwin and the psp toolchain up and running, and set to work on some 3D code as soon as the graphics unit had begun to be reverse engineered.
My first release to the PSP scene was RoboTORN3D, the first fully 3D homebrew game on the PSP. The game was an FPS, with basic controls, sound effects and enemies that phased through walls (it’s not a bug, it’s a feature).
In order to solve my woeful attempts at collision detection, I spent some time porting the Open Dynamics Engine across to the PSP, and getting it to play nicely with the PSP’s hardware. Once that was done, I started work on a proper game.
ThrottleX was a racing platform game for the PSP released in 2005, complete with realtime physics and infamous square wheels. The second release, v0.2 got over ten thousand downloads from qj.net and turned out to be pretty popular, still being one of very few original 3D titles from the homebrew scene. The same year, v0.3 was released and entered into the 2006 Neoflash competition. This version sported a full level editor, downloadable levels, replay saving, basic online multiplayer and even round wheels. ThrottleX 0.3 won 3rd place in this competition.
After leaving the PSP scene, I moved back to PC development, this time coupling C++ with the open source Ogre3D engine. In 2008, after many months in development and assistance from forumgoers on  RetroRemakes.org, I finished SpaceFighter, a top down deathmatch game. I focussed on a simple idea and polished it to my best quality, and ended up with a game I’m proud of. SpaceFighter was my first game to use reasonably complicated AI, which could assess game winning conditions and incoming threats, as well as providing a genuine challenge to players.
Near the end of 2008, I started my education at the University of Hull, where I learnt C#, and how it can be used to power XBox360 capable games using the XNA framework.

And that’s the story up to today. What am I working on at the moment? When will it be released?

We’ll just have to see…