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Written by fnBrit   
Monday, 07 November 2005

Simon Hallam 

Experience

Nov 2001 - Present    

Producer / Lead Programmer / Game Designer, Reflexive Entertainment Inc.

After developing many "one day quick prototype" games to demonstrate innovative game mechanics, I designed and lead development of the downloadable PC title "Wik & the Fable of Souls", which won awards at the 2005 Independent Games Festival for Innovation in Graphics, Innovation in Game Design and the grand prize for Independent Game of the Year.  I lead development of "Mosaic: Tomb of Mystery" for the PC casual space.  Microsoft's XBLA group then contacted me requesting an improved version of Wik as a launch title for the Xbox 360, it was the first XBLA title ever to be self funded, and it became the only title to earn an Academy of Interactive Arts and Sciences award in the year following the consoles launch. I am currently heading development of a game called "Axiom Overdrive" which is also for Xbox 360.

Director of Self-Funded Games, Reflexive Entertainment Inc.

I headed a new division to further the development and increase profitability of Reflexives fledgling online distribution system.  I developed new game titles and IP, plus identified developers and products suitable for inclusion within our distribution network.  The group showed marked improvements in profitability, completed the hit PC title "Ricochet Lost Worlds", and grew from its original crew of 4 to becoming Reflexives core business.  Reflexive Arcade continues to demonstrate strong growth to this day, and is widely regarded as one of the most popular and influential casual games portals in the online space.

Programmer, Reflexive Entertainment Inc.

On the role-playing game "Lionheart: Legacy of the Crusader" I designed and coded the character development system based upon the role-playing rules known as "the Special System" originally developed for the "Fallout" series of games.  I developed the in game animation system, rendering and caching 2D sprites from 3D models and animation data, plus the weapon system, combat system, and inventory system. I developed particle systems & visual effects for the PC title "Ravenloft".

Jan 2001 - Sept 2001

Senior Lead Programmer, Virtue Arts Inc.

My responsibilities included leading development of projects and special promotions demonstrating Virtue Arts' component based rapid application development system, and researching and development of new components to complement the current system.  The projects I developed include 3D special effect rendering modules, high speed 3D terrain rendering, and interfaces to external hardware 3D tracking systems, all of which were demonstrated at Siggraph 2001.

Jul 1999 - Dec 2000    

Senior Lead Programmer, The Collective Inc.

I lead development of "Deep Space Nine: The Fallen" published by Simon & Schuster Interactive.  I implemented visual effects, weaponry, and game play systems using the Unreal Engine, towards the end of the project I also assumed the role of Producer.  I was required to liaise with Simon & Schuster's upper management, external quality control groups, as well as provide information and interviews for the press and TV.

Jan 1999 - Jul 1999    

Freelance Programmer / Consultant.

Working as a freelance programmer/consultant, I contracted with the Ridgeback Technical Group to develop a PC application in Visual Basic for a ground based shipping company.  I developed user input dialogs and information viewers, which created and utilised data contained within an SQL database.  I was contracted as a 3D Graphics Programming Consultant for Stealth Productions, where I aided the design of 3D rendering technology called "XSIV3D", and was on call to answer questions plus offer advice on systems design.  I also developed a prototype for their PC based videogame "Stealth Force".

Mar 1994 - Jan 1999    

Senior Engineer, Zono Inc.

I was the lead programmer on the Sega Saturn launch title "Mr Bones", I designed and developed the game's 3D rendering engine, the animation system, motion capture tools, the main game character, a new video compression system, and designed several game levels.
I helped design & develop prototype hardware for a handheld LCD videogame product, which used an innovative projection system to create images much larger than in competing products.
As project manager and lead programmer on "RingMan" for the Sega DreamCast, I designed and coded the DirectX 3D render engine, object processing system, and main character. I interfaced directly with the project's producer and the development team designing DreamCast's hardware and software systems.
On the PC real-time-strategy game "Metal Fatigue" I created the 3D rendering engine, the path-finding and group movement coordination systems, the main robot characters which the games was centered around, and all of the games visual effects.

May 1992 - Feb 1994

C.E.O. Hazelnut Design Ltd.

As well as developing and maintaining business relationships with publishers based in the U.K. and U.S., my responsibilities included providing system design for our Sega Genesis game engine and hero character, designing and developing a Genesis development tool set, and designing and fabricating eprom cartridges for the Genesis target machine. 

Sept 1990 - May 1992

Proprietor, Vision Quest.

I designed and developed "PaintBox", a painting package for the ARM powered Acorn Archimedes which I published myself, "Grievous Bodily 'ARM", the first beat-'em-up style videogame for the Archimedes, published by The Fourth Dimension.  I developed "Picture Book", a suite of educational games published by Triple 'R' Education, thenI converted "Picture Book" to PC and Atari ST, plus "Target Maths" to Atari ST.  I developed "ARCtist" (an enhanced version of PaintBox) which was published by The Fourth Dimension and optimised polygon rasterization routines for the Archimedes game "Dark Angel", a space based combat game also published by The Fourth Dimension.

Jan 1988 - Jul 1990

Software Engineer, Rare Ltd.

I developed hardware and software for a PC based graphics digitising system, developed an operating system for Rare's arcade hardware "The Razz Board", and developed the arcade game "Fokker."  I was project leader and programmer on "One On One" and "Timelord", both for the Nintendo Entertainment System (NES). Assistant programmer on "Marble Madness" and "Pinbot", both also for the NES.  I designed and co-developed a wireframe 3D viewing system, which ran on the NES, plus designed the videogame concept "Screwballs Superleague" for the NES and lead its development.

Other Experience

Sept 1991 - Feb 1994

Laboratory Technician, Atherstone High School.

I worked part time to help fund Hazelnut Design Ltd.  My duties included designing, building and testing new presentations, repairing broken equipment, helping teachers and students with difficult experiments, plus standing by with first aid and fire fighting equipment during hazardous demonstrations.  I ran an after school amateur rocketry club and developed visual effects used in theatrical productions.

Aug 1987 - Sept 1987

Laboratory Technician, 3M Abrasives, U.K. research.

Laboratory where I mixed and evaluated new abrasive compounds developed by 3M engineers.

Programming Languages

I have developed software for various projects in each of the following programming languages:
64180, 6502, 68000, 8051, 8086, ARM, Pentium, PIC, SH2, SX and Z80 assembly language, Basic, C, C++, Pascal, Php.

References

Available upon request.
Last Updated ( Sunday, 16 December 2007 )
 
Portfolio PDF Print E-mail
Written by fnBrit   
Monday, 07 November 2005

Software products developed by Simon Hallam:

 Project

 Platform 

 Status 

 One On One  Nintendo - NES
 Released 1988 
 Fokker  Rare Razz Board Unreleased
 Marble Madness  Nintendo - NES
 Released 1988
 Time Lord  Nintendo - NES
 Released 1989
 Pinbot  Nintendo - NES
 Released 1989
 Screwballs Superleague  Nintendo - NES
 Unreleased
 Vision Quest Paintbox  Acorn Archimedes Released 1990
 Picture Book  Acorn Archimedes Released 1990
 Target Maths  Atari ST
 Released 1990
 Target Maths  PC Released 1991
 Arctist Acorn Archimedes
 Released 1991
 Picture Book  Atari ST
 Released 1991
 Grievous Bodily 'ARM  Acorn Archimedes
 Released 1992
 Hazelnut Genesis Development System  Acorn Archimedes
 Released 1993
 Beanstalker  Sega Genesis
 Unreleased
 Mr Bones  Sega Saturn
 Released 1996
 Ring Man  Sega Dreamcast Unreleased
 Metal Fatigue  PC Released 1998
 Stealth Force  PC Unreleased
 Deep Space Nine: The Fallen  PC Released 2000
 Virtue Arts RADE  PC Released 2001
 Lionheart: Legacy of the Crusader  PC Released 2003
 Mad Mac  PC Unreleased
 Ricochet Lost Worlds  PC Released 2004
 Wik and the Fable of Souls  PC Released 2004
 Big Kahuna Word  PC Released 2005
 Wik: Fable of Souls  Xbox 360
 Released 2005
 Mosaic: Tomb of Mystery  PC Released 2006
 Axiom Overdrive
 Xbox 360  In Production

 

Last Updated ( Wednesday, 19 December 2007 )
 
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