Not every game I start working on makes it all the way to release. Sometimes ideas grow in unexpected directions, sometimes life gets in the way, and sometimes a project just doesn’t quite land the way I imagined. And that’s completely fine — it’s all part of the creative process.
What matters most to me is the journey of making these games. The hours spent coming up with characters, building levels, testing mechanics, and laughing at all the little bugs and glitches along the way — that’s where the real fun is. Even if a game never sees a proper release, the enjoyment of creating it is still very real.
And I’m not the only one who feels that. Anyone who contributes — whether it’s through artwork, ideas, feedback, or testing — shares in that enjoyment too. Every project, finished or not, leaves behind memories, lessons, and a bit of joy in the making.
So whether the game ends up in your hands or stays tucked away on my hard drive, the fun of making it has already been worth it. Below is is a list of games that were made by me that you can play.
Screen Boy is a vibrant 2D platformer adventure bursting with excitement and retro charm. Your girlfriend—Screen Girl—has been snatched by the nefarious Lord Static, and to make matters worse, you’ve been dumped into a perilous well, surrounded by a labyrinth of deadly underground caves. Now, you must climb your way to the surface, outwit Lord Static’s minions, avoid lethal traps, and defeat colossal bosses—all to rescue Screen Girl before it’s too late. Featuring smooth controls, action-packed levels, and a nostalgic 1990s flair, Screen Boy delivers a thrilling quest that keeps you engaged until the very end
OUT-NOW
Pac-Man Spaced Out Edition
A Pac-man clone with very intelligent ghosts, free to play on GX_games or download to play locally
Space Rocks
A Simple Version off Astroids free to play on GX_games or download to play locally
Retro Phoenix
A Simple Version off Phoenix free to play on GX_games or download to play locally
RESCUE ROLLAND
Rescue Rolland was Originally written for android devices and was released on the google App Store. I never released it on I-phone as apple want a yearly fee to join their app developer, program which I always thought was bad form.
Rescue Rolland is a charming puzzle-adventure for Android where you guide Rolland—your new feathered friend—safely back to his nest. The dastardly crow twins, Ronnie and Reggie, have left him stranded, and it’s up to you to clear each stage by breaking blocks and solving increasingly tricky puzzles. Watch your steps carefully, as a fall that’s too fast or too high could be disastrous for Rolland. With 99 levels of pure puzzle fun, this game blends strategy, precision, and heartwarming visuals into a delightful mobile experience.
ANIMAL MAGIC
Match the animals into 3 or more groups. Can you beat the world.
Animal Magic is a cute puzzle game for all the family to play from any ages.
Pitt yourself again global players to try and gain number one place in the world, or just try to beat you local high score each time you play. The better you get the harder it gets to beat your score. Have fun.
Monkey See
Monkey do
Monkey See Monkey Do, Can You? See if you can get the Rank of a Human.
In Monkey See Monkey Do, it could not be simpler than to watch what the monkey does and follow his moves. Easy eh? you collect brain trophies from each game you play, Dufus, Amoeba, Primate Caveman and Human) were fairly confident there wont be many humans out there, But why don't you take, the Monkey See Monkey Do challenge and prove us wrong.
Monty The Monkey
In Island Antics
Monty the monkey in island antics, was one of the games I was working on while working at Team 17, now the game was mine and mine alone nothing to do with Team 17, and when I was signing the contract we actually had to put something in about this game , as the contracted stated that any project was working on in my spare time ultimately would be the property of Team 17. But I had been working on this project a year and a half before I started at Team 17 and was not happy giving away the rights to this game. Unfortunately though I actually suffered a catastrophic data loss with the data files, which lead to the project been abandoned. Thus this project never saw a publish date at all. Below are some screen shots of an early prototype I had running.
While working at Team17, Monty got a face life and Billy Alison one of the animators kindly offered to model monty and all his animations. Sadly this model was lost and the only thing that remains is a few images and videos of monty and his animations. I must admit though Billy did an amazing job you can connect with Billy and his animations here. Blimation.com
I suggest you check it out, and why not show some love by purchasing one of his great T-shirts
Also while working at Team 17, I had an honourable mention in the game Worms 2 ARMAGEDDON. I worked on other titles too bug trapping and other tasks, but not as part of the games team, more as an extra helping hand on each title. So I got to play test, Alien Breed trilogy, Leisure suit Larry, which had been sourced out by Sierra Online to Team17 to complete. And many other titles of worms like worms battle islands and other console ports which were in the making or ready for release.
I’m a computer games designer and programmer who was born in the 70’s, and in many ways I was brought up by Clive Sinclair. Not that I actually lived with him, of course — but his range of computers was always close to my fingertips and, in truth, very close to my heart.
Back then, I spent hours with Sinclair Programs magazine, which was like a window into another world. It taught me how to code by giving me pages full of programs to type in line by line. I would carefully enter the code, watch the program come to life, and then, almost instinctively, I’d start changing things — tweaking lines here and there, experimenting, and making the programs my own. That process was absolutely invaluable, because it wasn’t just copying — it was learning by doing, and it sparked a curiosity that’s never really left me.
And then, of course, there were the comprehensive manuals that came with the computers themselves. These weren’t just thin little booklets; they were full guides that seemed to anticipate every question I might have. I would pore over them, trying out examples, discovering tricks, and gradually realising that the only real limit was my imagination.
Over time, I found myself moving from one programming language to another, like stepping stones across a river. I flitted from Scope to Laser Basic, from Mega Basic to White Lightning, then on to STOS and AMOS. Later came the heavier hitters — C#, C++, and many more besides. Each one taught me something different, each one expanded my way of thinking, and together they shaped the path that brought me here today.