Category Archives: Work

HerdyLand – mobile game


You can now enroll for the beta testing programme for my forthcoming mobile game, HerdyLand. Initially just for Android, I’ll be focusing on responding to feedback to improve the game before I crank out the iOS version. As you’ll see, it’s not complete, but playable enough to provide feedback I hope. If you’d like to give it a try and leave feedback, I’d appreciate it:

David Beckham Academy

Adobe Site of the Day winner, FWA winner and Creative Showcase runner-up.

I was asked by Tribal / DDB London to create this games site, for a joint campaign between The David Beckham Academy and Volkswagen.

Play the games

I used filmed action of Beckham himself and the video alpha channel support of Flash 8, which was rather new at the time. I was consulted on all aspects of filming and production. After we agreed game concepts, I met with the film crew at ‘Off The Radar’; I drew up the shot-list and we decided to shoot on HD at 50p, to get the cleanest possible key.

Tech used

  • Green screen at Flash Studio Norte, Madrid
  • Panasonic VariCam (1080p @ 50fps)
  • Adobe After Effects
  • Adobe Photoshop
  • Adobe Flash
  • A football

dba-green1dba20I went to Madrid for the green screen shoot with Beckham as visual effects supervisor and was responsible for treating and editing the footage for game production and related media.

I stitched some of the sequences together with morphs to create almost seamless blends dba-kick01between shots and added real-time lighting filters to the footage to help with the in-game compositing.

I coded a 3-D projection system in Flash and perspective-matched each scene, so that objects move around the screen convincingly. I worked with the designers at DDB, who created the backgrounds and UI elements. I included ‘Express Install’ capability for those users without Flash Player 8, so 95% users could upgrade painlessly from Flash Player 6 or 7. All the games are mouse-controlled and were user tested with children for usability and game balancing.

A high-score table was included and the users with the highest scores were entered into a prize draw to win a training day at the academy with David Beckham. While modern video games only ever motion-capture players and recreate them as 3-D models, the DBA games site still remains a one-of-a-kind.

Lurpak Breakfast – how it was done

I thought I’d give a quick insight into how the animation effects in one of my projects were acheived.

Scott Bedford, former Creative Director at Carlson Marketing, posted this video of a project we worked on a while back, for the Lurpak Breakfast campaign. I created all the animation prototypes for the various effects used throughout the site, some of which can be seen here. The site won two DMA awards, but I’m most proud of the crumbs animation and the code-generated interactive steam effect – similar to the one you’ll see on my homepage.

Continue reading Lurpak Breakfast – how it was done

A History of the World

I just finished a new project, called ‘A History of the World in 100 Objects‘, it’s a joint venture between BBC Radio 4 and the British Museum to chart human history in a new way. I developed the concept for the 3-D object explorer with the guys at GT/VML and built it using Flash 10’s native 3-D capabilities. Users are able to explorer objects from throughout human history in a potentially inifitely expanding 3-D time tunnel and even make history by uploading their own objects.

Here’s some footage of the 3-D explorer:

The main challenge facing the development of the 3-D explorer was to build something capable of handling up to 10,000 objects, loading in their images and displaying it all in glorious 3-D… all without crashing the user’s browser. Every object or filter set accessible within the explorer can be bookmarked, shared, or navigated with the browser back/forward buttons. For added accessibility, the explorer’s 3-D view itself can be navigated with the keyboard, mouse wheel or the on-screen controls.

I built the application strictly to optimise performance and memory management, while ensuring maximum stability. Coding techniques such as object pooling, typed arrays, load queueing, render deferral and the flyweight design pattern were used to maximise performance and minimise memory usage.