Hello internet people.
I'm Ben and I live in Southampton, England.
Here's some computer things I've created...

BlogGameboy ModsSubstream
Console GamesToca 3 PSP Demo
From The TopProcedural Architecture
ProcBreaksstrenumExpansion Packs

Gameboy Mods

2018-19

I got interested in making some simple Gameboy and Nintendo DS mods and refurbs. Particularly 'Gameboy Macros', which are made by upcyling the bottom half of a broken Nintendo DS Lite and have a bigger, brighter screen than other GBAs. I've yet to sell anything yet, I want to practise and improve my build quality first.

Substream

2010 - 2019

Substream is an on-rails shooter synchronized to music, for Windows PC. I started developing this game full-time in 2010, when being an indie developer was still a new idea. There was no affordable game engine which met my needs at the time, so I coded my own in C++ and DirectX. Life happened, and I eventually settled on working something smaller, now and then, in my free time.

Substream WebsiteDownload the Beta DemoMore Info

Console Games

2006 - 2011

I worked at Sumo Digital as a UI and AI programmer. I'm credited in these console games, which are out now at your favourite second-hand retro games reseller.

Toca 3 PSP Demo

2007

The playable demo of the first console game I contributed to, ToCA Race Driver 3 Challenge. I was the sole developer of the demo, deciding which tracks and cars I could squeeze into the strict file size for a PSP demo.

Download Toca 3 PSP Demo

Access your PSP's memory stick from a PC using a USB cable or card reader, and then extract the zip file to the root directory of the memory stick.

From The Top

2016

This is not my only Global Game Jam entry but it's definitely the most playable. Coding in Lua with fierydrake we created a memory game where you need to draw patterns, type words and play sounds, remembering the entire series you have learned after each new card is added. Play in browser or download.

From the Top on itch.io

Procedural Architecture

2005

For the final project of my masters degree I developed software which procedurally generated indoor architecture. It was inspired by games like Grand Theft Auto 3 where the city buildings are just external walls. The software lets a user draw an outline building shape in two dimensions. Then in three dimensions the algorithm fills this shape with walls, doorways, and windows. The dissertation is around ten thousand words.

Dissertation PDFDownload Picag Program

ProcBreaks

2014

For the first Procedural Generation Jam I created a non-interactive Unity project that uses recordings of individual drum hits and designs a constantly evolving electronic drum beat. The forty samples are either my own recordings, from royalty-free sample packs, or generated with bfxr.

Download ProcBreaks for Windows

strenum

2010

This is a handy C++ macro I use in personal projects. It makes a C++ enum work more like in C#, where the property names are members of the enum. Usage is kept very similar to a C++ enum but you'd write something like LanguageId language = LanguageId::French;

More InfoDownload Header File

Expansion Packs

1998 - 2000

Before I became a programmer I wanted to be a level designer and worked enthusiastically on big mods for the awesome games of the day. These two are styled like expansion packs with single-player campaigns, multi-player maps and new features.

Maybe one day I will put these mods on SteamWorks. For now they require installations from CD-ROM versions of the games (Duke Nukem 3D Atomic Edition or Battlezone v1.4).

Battlezone: Last of the Galilean