In this post-RG100 world, it's time for another castaway for you to quiz. I got in touch with Andy O'Neil because of the excellent job he and his gang had done on the Ico and Shadow of the Colossus HD remakes and it turns out he is an RG reader and has some fine stuff in his back-catalogue. I also understand he did stuff on the MSX way back before the CV he has sent me (pasted below) begins, which should be intriguing.
As always, ask whatever you want. I'm talking to him next week so get any questions in quick.
Many thanks as always folks and all the best
Paul
Bluepoint (2006+)
2011 - MGSHD Collection - Mr Fixit & Production (and a bit of code)
2010 - Team ICO Collection - Coder & Production
2009 - God of War Collection - Coder (and a bit of production)
2008 - Pitfall Wii - Reworked player package controls for Wii from GC controls (quickie contract coding)
2007 - Guitar Hero PC - DX8.1 shaders and skinning asm (quickie contract coding)
2007 - Blast Factor : Advanced Research DLC - More code and nicer GFX
2006 - Blast Factor PSN - Lots of code (and no time - PS3 launch title!)
Retro Studios (2000 – 2005)
2005 - Metroid Prime 3 - Weapon particle FX, player package & collision - (Left before shipping)
2005 - Tokyo Game Show 'Revolution Controller' (Wii Remote) Metroid Prototype
2004 – Metroid Prime 2: Echoes – Tech Lead Programmer
2002 – Metroid Prime – Tech Lead Programmer
2001 – Car Combat – Unpublished - Can't remember who was lead on this one (me or Zoid)
Retro Tech Stuff
Player morphball, player movement (normal, screw attack, wall jump etc) & collision detection, player weapons and effects (ice spreader, dark beam, plasma beam), custom creature effects (‘Ing Spot’), split screen multiplayer. Particle system, weapon system, defragmenting memory allocator(s), collision detection system, physics system refactor, ARAM management system, CPU and memory optimization, network file system. Static lighting (lightmaps), offline visibility calculation (PVS), particle editor, network connection tool, ‘fast script cook’, world cooker optimization, automatic loading code generation
Acclaim Studios Austin (1999 – 2000)
2000 – Turok 3: Oblivion – Engineer
Tech Stuff - Engine coding, visibility (PVS), Maya tools, GFX (thermal visor, shadows etc), PS2 prototyping
Tigon Software (1998-1999) - Contract
Saboteur – Eidos – Unpublished - 3DFX Glide API to DirectX conversion
NMS Software Ltd (1995 – 1998)
1998 - Outrage (hovercraft racing game) – Unpublished - Lead Programmer
Tech Stuff - 3D engine, rigid body physics, game tools, visibility (PVS), player package
1997 – Mass Destruction – BMG Interactive (Take 2) – PC and SKU Lead Programmer
Tech Stuff - Coded most of this (aside from software 3D T&L and rasterizer and AI pathfinding - Andy Swann). Steve's Saturn SKU was best - Fun!
Random: Helped on things like Hasbro Risk, Battleships and cancelled stuff like Cued-up and Thrust 360(?)






