Hackstage Pass is Live! Playerthree was commissioned by the BBC to build a game to help promote the BBC Radio 1’s Big Weekend and “coding”. I helped out towards the…
HTML5
Stargazing is a game I recently finished at Playerthree for the BBC CBeebies. Launched in time for the solar eclipse, the game supports the Cbeebies TV show and aims to entertain and…
I’ve just finished building three games at Playerthree for Cartoon Network. The deadline was tight and all three were build within 6 weeks. We had decided to switch from using…
This xmas at Playerthree we decided to have another one-day game jam. There were no real restrictions but we had to work in pairs (developer and artist), the game had…
Early last year Iat Playerthree I created a HTML5 ‘Match Three’ game engine that could be used by anyone for any future projects. Built from a config file, you can specify anything…
Pass and Play is a ‘reskinnble’ game built for BBC CBeebies. The aim was to build a game that would be easy to customised for different TV Shows. The game…
Google Orchestra AdWords is the latest project I have finished. It is more of an app than a game and generally pretty simple. It was built to help Google and their…
I just finished another project for the BBC and this time for CBBC a slightly older audience. The game was part of an existing suit of multiplayer games so it…
So I have just finished my third HTML5 game and my second game built with Google Closure. For anyone who doesn’t know what the Google Closure library is, it is mainly…
Workplace was created to help “Workplace System” promote their staff scheduling software/service. The game imitates a few of the feature provided by the software such as predicting the weather. You are given…
My 2nd game of the year and it’s another HTML5 game! I’m really enjoying javascript now, I’m getting used to everything, the loose typing, the do whatever you want, the…
Hi, my first HTML5/javascript game has gone live; Nina and the Neurons: Workshop Drop. The game is relatively simple in design, this is partially due to a young target audience but also…
Whilst porting my game framework to Haxe, the collision detection system started acting weird, I spent a little bit of time trying to fix it but realised it was going…
A little while ago I used my old friend Iain Lobb’s BunnyMark to compare the performance of C++ code compiled via Haxe NME vs native C++ (read more here). Today…