Ben Pitt : Game Designer & Developer

 


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Breakdown of work shown

On all projects shown, I was lead programmer and in charge of coordinating and integrating all assets such as 3D models, textures, sound, music and GUI/Interfaces. On many, I also had additional roles such as producing visual effects, sound, music, 3d modelling, texturing, web services and interface. (Projects listed in order of appearance)


HOMETOWN GP

(Vodafone / Skive)
2010
Unity, Web







Ground-breaking Formula 1 racing with dynamically generated levels. Players create tracks using a custom Google Maps route planner. Altitude, buildings, water and vegetation positioned according to route data and satellite imagery analysis. Launched in 25 markets across the globe including the UK, Australia, Singapore, Germany and Spain. 15,000 tracks were created and raced in the first few weeks.

Video / Screenshots / Further information

My Roles: Technical planning, game design, all game code including all procedural level generation code and game programming, visual effects, sound, art asset specification and integration. Contributed significantly to pitch work and project planning. Colleagues contributed: Route designer (Flash) and Actionscript integration with Google Maps API layer, 3D models & textures, web services.


QUAD BIKE TRAIL KING
(Freelance)
2011
Unity, Web



Quad bike racing through wooded trails against AI competitors. Advanced visual effects including dynamic light-responsive exposure.

My Roles: All.


CRASH COURSE FOOTBALL
(Ladbrokes / Skive)
2006
Shockwave, Web



World Cup teams compete in cars to score with giant football. Physics-heavy action, with complex team-based AI powering CPU opponents.

Screenshots

My Roles: Technical planning, game design, all programming, 3D stadium modelling & texturing, sound, server-side web services. Physics written from scratch. Colleagues contributed: Car model, Flash interface.


CHAMPIONSHIP RALLY
(BP / Skive)
2007
Shockwave, Web



Multi-stage rally game, collect petrol and oil while completing country, desert and snow courses.13m+ plays.

Screenshots

My Roles: Technical planning, game design, all programming, visual effects and sound, web services (scoreboards, challenge friends), art asset specification and integration. Selected, edited & looped stock music. Colleagues contributed: 3D models and textures, Flash interface.


IOS GAME PROTOTYPES

(R&D)
2011
Shockwave, Web


Two prototypes of kart & touring car style games on iPhone.

My Roles: All code, placeholder models and interface art. Work in progress.

 


JUNGLE ISLAND

(Undisclosed)
2011
Unity, Web



High-end playable mockup.

My Roles: All programming, visual effects, level design, character modelling rigging & animation, most 3D models & textures.

Stock models: Large lumpy rock, broken archway, Unity prefab trees.


SPITFIRE

(Undisclosed)
2010
Unity, Web


High-end playable mockup.

My Roles: All programming, visual effects, and sound.

Bought models: Spitfire


ICE SCULPTURE EXCAVATOR

(Skive)
2009
Unity, Web


Interactive christmas demo - smash ice sculptures with fully controllable excavator.

Video

My Roles: All programming, sound design, visual effects, vehicle physics rigging. All 3d models and textures except excavator. Selected, edited & looped stock music.

Bought models: Excavator


JACKAL TRAINING & BATTLEFIELD AMBULANCE
(COI / Skive)
2009
Unity, Web







Test drive the Jackal off-road vehicle around an assault course, and navigate an army ambulance to a village through aftershocks in an earthquake zone.

Ambulance: Video / Screenshots
Jackal: Video / Screenshots

My Roles: Technical planning, game design, all programming, physics, sound design, visual effects, art & vocal asset specification and integration, collaborated on level design.

These games integrated into a larger seamless experience made up of over a dozen flash and video sections. In addition to producing these individual sections of work, I played a key role in the overall creative and technical planning of the entire project. Colleagues contributed: 3D Models and Textures, web services.

YARD INVADERS

(Self Published)
1999
Shockwave, Web


Early web game. Defend your back yard against space invaders by throwing apples.

My Roles: Technical planning, game design, all programming, sound, music, graphics, animation, level design, web services.

 


RUN RABBIT RUN

(Self Published)
2003
Shockwave, Web


Early web game, pac-man style action game.

My Roles: Technical planning, game design, all programming, sound, music, graphics, animation, level design, web services.


VAMPIRE BOY
(Self Published)
2000
Shockwave, Web


Early web game, halloween themed action/puzzle platformer.

My Roles: Technical planning, game design, all programming, sound, music, graphics, animation, level design, web services.


M3Power Jetski Challenge
(Gillette / Skive)
2005
Shockwave, Web



Jetski racing game for Gillette Razor brand. Over 100m plays to date. "... the most successful advergame on the Internet" - Miniclip

Screenshots

My Roles: Technical planning, game design, all programming, sound, visual effects, art asset specification and integration. Web services for scoreboards and challenge-a-friend. Colleagues contributed: 3D models, textures, Flash interface.


QASHQAI STUNT CHAMPION
(Nissan / Skive) 2008
Shockwave, Web



Four amateur teams from across the globe practice outrageously dangerous stunts over dilapidated and flimsy ramps and equipment. Included track editor allowing users to design their own stunts.

Game: Screenshots, Editor: Video / Screenshots

My Roles: Technical planning, game design, all programming, physics, sound design, level design, art asset specification and integration. Colleagues contributed: 3D Models, textures, flash interface, web services. Stock music.


TRANSFORMERS RESCUE THE AUTOBOTS

(Hasbro / Skive) 2004
Shockwave, Web


Action/Puzzle Platformer. Find and reassemble autobots while fighting decepticons.

Screenshots

My Roles: Technical planning, game design, all programming, graphics, sound design, level design, 3D Modeling, texturing, animation for sprite rendering. Colleagues contributed: Title and instructions screen graphics.

 


WATERSLIDE SLALOM
(Starburst / Skive)
2005
Shockwave, Web



Hurtle down twisting waterslides, avoiding the edges and collecting starburst along the way for extra time.

Screenshots

My Roles: Technical planning, game design, all programming, sound design, 3d modelling & texturing for slides. Web services for scoreboards and challenge-a-friend. Selected, edited & looped stock music. Colleagues contributed: Player 3D model.


CRAZY RACING

(Cartoon Network / Skive) 2008
Shockwave, Web


Cartoon-style racing game with many different, cars, environments and characters from popular cartoon network shows.

Screenshots

My Roles: Technical planning, game design, all programming, sound design.

Colleagues: All 3D art, flash interface, music.


OPERATION S.A.V.E
(Cartoon Network / Skive)
2006
Shockwave, Web



The "Kids Next Door" battle pirates in a 3rd-person treehouse water fight.

Screenshots

My Roles: Technical planning, game design, all programming, asset specification and integration, sound design, visual effects. 3D character animation. Colleagues contributed: 3D Environment and character models, Flash interface.


HANNAH AND THE PIRATES CAVES
(Neopets / Freelance)
2003
Shockwave, Web



Action/puzzle platformer. Recover all the treasure amongst complex puzzles, booby traps, falling boulders and flooding cave systems. Over 50m plays to date.

My Roles:
Technical planning, all programming, sound design, level design, all environment graphics. Colleagues contributed: Player and enemy character graphics.


HOUSE

(R&D)
2011
Shockwave, Web


Experiments in high dynamic range lighting, dynamic exposure and depth of field effects in Unity. Work in progress.

My Roles: All design, code, visual effects & art.

 


SKYWALLS

(Personal project)
2011
Unity, Web


Fast paced sky battle. Personal project - work in progress.

My Roles: All design, code, graphics, visual effects, sound.

 


YARD INVADERS II

(Personal project)
2011
Unity, Web


Space invaders on a tiny spherical planet. Sequel to Yard Invders (1999). Personal project - work in progress.

Video

My Roles: All design, code, graphics and visual effects, including shader programming.

 


KINECT LOGO SMASH

(R&D)
2011
Unity, Standalone Installation


Use your body to smash through the Skive logo, using the Kinect Sensor & Unity 3D.

Video

My Roles: All design, code, graphics and visual effects, including Kinect integration.

 


KINECT MESH SCULPTING

(R&D)
2011
Unity, Standalone Installation


Use your body to sculpt and lathe molten metal forms, using the Kinect Sensor & Unity 3D.


Video

My Roles: All design, code, graphics and visual effects, including Kinect integration.

 


BOBSLEIGH

(Undisclosed)
2010
Unity, Web


High-end playable mockup.

My Roles: All design, code, graphics and visual effects.

 

     

Showreel Production Credits:

Produced by myself, including all video source recording, editing, video effects, music editing and mixing.

Music soundrack uses edited segments from:
Marcus Intalex feat. S.P.Y - Celestial Navigation
Calibre (feat MC. fats) - Drop it Down
Calibre - Say If You Love



 
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