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Educational/E-learning

Over the years I have created many large-scale training and e-learning products. Some are geared towards fun and creative learning, and others were much more functional in style. There were many activity and game types across the different titles, and included activities such as

  • Drag & Drop words into sentences
  • Drag & Drop sorting items into categories
  • Text entry activities
  • Drop Down text box activities
  • Mathematics activities with sum-checking
  • Changing clock faces to tell the correct answer time
  • Drawing lines to match questions and answers
  • Recording the users voice
  • Multiple choice quiz
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Casual games

I have coded a multitude of different genres of games. Some have been for clients, and include a PacMan style game, a shoot-em up, a matching pairs game, and a duelling cannons game for BBC Blackadder. I also made a Space Invaders clone for Frutina for their old website. Others were created for the company I was working for, or just for fun.

 

I have also made many games designed for more educational purposes – such as Hangman, Jigsaws, or dynamically built Crosswords or Word Searches. Some of these have had multiple re-use over e-learning programmes, or the Horrible Sciences CDs that were packaged with Kelloggs breakfast cereals.

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Marketing/Press Packs/Product Catalogues/Touch Screen Kiosks

Marketing and Press Packs comprise of information, and assets that are sent out to promote a product or service. These were distributed to work across PC and Mac via CD-Rom as a little application. I have delivered comprehensive product catalogues on both web and CD-Rom, as well as Point of Sale touch-screen kiosks.

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Customised tools and prototypes

Sometimes when you’re developing a large-scale project, it’s beneficial to make some kind of development tool applications to aid the process, and work as a prototype.

Such as a dynamic crossword generator, which randomly generated a puzzle based on the number of clues, and the size of the square specified. It generated a random seed number, so you could always build the same crossword again for the finalised product.

Or a karaoke application, which allowed us to generate our own timings for the lyrics to be displayed on-screen in S-Club 7: On the Road. Initial development time can save a massive chunk of development (or asset generation) time further along the development process. This was then utilised again and enhanced to allow us to generate subtitles for e-learning language training videos within further applications.