Simon Oliver
Curriculum Vitae


Personal Information

simon [at] simonoliver.com
http://www.handcircus.com


Academic/ Lecturing experience

  • Contributed to 2004 IGDA White paper on online and downloadable games
  • Lectured at OFFF ’03 Media Arts festival, Barcelona
  • Lectured at Brighton and Hove City college multimedia course.
  • Personal work featured in “Taschen’s 100 Favourite Websites”
  • Contributed work to Creative Review DVD 01
  • Contributed to .net magazine

  • Professional experience

    Feb 2005 – Nov 2006 – Creative Technologist, Sony Computer Entertainment Europe
    (promoted from Interactive Designer December 2005)

    My work at SCEE has involved a combination of interaction design, graphic design, animation, development, and the co-ordination of projects between various teams and departments. I’ve also had an R&D role, scoping out new technologies, and working with SCEE technology group, as well as exposure to the marketing process.  Some of the projects I’ve worked on are:

    Interface designer / Software architect – Playstation.com redesign
    As the project lead for the front-end, I worked with external agencies from around Europe, and internal design, usability, content and server teams to lead the creation of the new version of Playstation.com for Europe (launched April 2006). Responsible for adding embedded video content and RSS feeds for the first time.
    http://www.playstation.co.uk

     

    Interface designer / Software architect – European PSP Browser Portal
    Rapidly developed in a 3 week period from first seeing the browser to launch, creating the site involved R&D work to scope out browser functionality and the video download mechanism. Development involved working with SCEE Technology group and the yourpsp.com content team.
    (viewable on a PSP w/ 2.0 firmware, click “PSP” bookmark, then Europe)

     

    Development Support – yourpsp.com site
    Working with external agencies, the internal content, design, and server teams to successfully launch and maintain the yourpsp.com site.
    http://www.yourpsp.com

     

    Interactive Designer / Developer - Mercury feature
    An online interactive feature based upon the Open university shows of the 70s, it was created to promote the PSP title.
    http://uk.playstation.com/flash/worldofmercury/mercury_psp.html

     

    Interactive Designer / Developer – God of war minisite
    An online experience to showcase the PS2 title, the site consists of a 3D environment using the original Maya environments and characters to lead the user through the world of God of War.
    http://www.godofwargame.com/

     

    2002 – Feb 2005 - Head of Research & Development, Randommedia (promoted from Creative Technologist 2003)
    At Randommedia, I ran the research and development programme, as well as being responsible for all game design output. I was involved in the production of the majority of games and installations, from programming to modelling and animation. Work at Randommedia also includes the production of web sites, architectural kiosks, and educational interfaces for children. Below are some of the more significant projects I’ve worked on:

    Game & Level Designer / Developer – FLY Installation
    A gaming installation designed to provide players with the experience of flying like a bird or superhero by using webcams for the user interface. The short length of each player session led to the requirements for difficulty curve, balance and simplicity of controls being similar to an arcade game. The game environment was laid out to avoid disorientation and to provide constant challenges and fun things to fly over, around or through.
    http://www.handcircus.com/fly/


    Game & Level Designer / Developer – Everquest Online Adventures minisite
    Combinational-logic puzzle game designed around the concepts of teamwork and co-ordination. The rules were designed to be simple to learn but to provide very complex puzzles by exploiting emergent complexity. It was featured in the IGDA 2004 Online games white paper.
    http://www.eqoa-game.com/

     

    Game Designer / Developer – Blue Peter Create-A-Make
    Children’s creative toy to tie in with the “Here’s one we prepared earlier” part of the show. Rather than just create a static canvas for people to lay out their creation, it was designed to promote the pleasure of building things with your hands and the fun of playing with what you had made.
    http://www.bbc.co.uk/cbbc/bluepeter/active/createamake

     

    Game & Level Designer / Developer - Shooting Stars Crazy Golf
    Online game designed to capture the fun and frustration of real-world crazy golf. The user interface was designed to be very simple and easy to learn. The level design aimed to provide variety and all the expected obstacles (windmills, loops, jumps) while still being true to the nature of the series. Finalist for best online game at the BIMA Awards 2003 and SXSW 2003.
    http://www.bbc.co.uk/comedy/shootingstars/games/krazy_golf

     

    Interface Designer / Modeller / Developer – Killzone “Vekta Today” PS2 Site
    An online experience set in an abstract 3D environment, this site was portrayed as a futuristic newspaper covering the Helghan war. The site featured fully animated, rotatable, 3D vehicles and characters using the original PS2 Maya assets, to showcase the game’s outstanding artwork.
    http://www.killzoneps2.com/vektaToday

     

    Game Designer / Developer Two Pints Bar Billiards
    A re-skin of the “Shooting Stars Krazy Golf” engine, this online Shockwave 3D game added strategic elements by allowing the player to pot the ball in the available holes in any order, encouraging replay
    http://www.bbc.co.uk/comedy/twopints/game

     

    Game Designer / Developer – TIF 2004 Minigame (Magnetic TIF Cup)
    Multiplayer and single-player game designed to take advantage of the target audience’s experience of pool and subbuteo to provide an easy to get into football game. A simple A.I. system was designed to allow the players to enjoy it solo.
    http://www.tif2004.com/

     

    Game  & Level Designer / Developer – Roadies (for BBC Choice)
    An action-puzzle game created for the BBC, based around the concept of hapless roadies and their need for control.  Won best game at the BIMA Awards 2002 and was a finalist in several others.
    http://www.bbc.co.uk/games/gamezone/roadies/

     

    User Interface Designer / Developer – BBC Digital Curriculum
    User interface concepts for the interface for the £150 million educational project. The concepts were based on research into interface design requirements for children at different developmental stages.

    May 2001 – March 2002 – Creative Technologist, Preloaded
    I was responsible for Flash development on projects including a website for the music video directors Hammer and Tongs and a games portal for the Coca-Cola drink “Alive”.

    July 2000 – May 2001 – Web Developer, Poolside (subsidiary of Deepend)
    At Poolside I was responsible for website development and got a good introduction to all aspects of New Media. While there I contributed an interactive typography toy to the first Creative Review DVD.

    1996 – 1997 – Pre university Employee - IBM Hursley Research & Development Labs
    Part of the IBM “Pre-university Employee” programme, one of 50 successful candidates from 1000 applicants.
     

    Personal Work

    Outside of my professional work, I am currently working on a number of projects to explore various ideas and expand my knowledge and skill set. For a more detailed portfolio, please go to http://www.handcircus.com .Below is a selection:

    Audio Boarding (Working prototype – C++ / OpenGL)

     

     

    Cloud (Working prototype – Virtools)
    Arcade Flying / Action adventure, the game is designed to be simple to play (using only 2 thumb-sticks and 2 buttons), but provide complex interactions through physics-based events and puzzles.
    http://www.handcircus.com/cloud/

     

    Mott and Baileys (Working prototype – C++/ OpenGL/Ageia PhysX)
    Physics-based action game of medieval castle battle, this game aims to exploit the fun of knocking over “Jenga” stacks or smashing large lego models. Partly inspired by Rampart and the old board game “Crossbows and catapults”, you play one of a pair of neighbouring kingdoms, in an all-out battle to topple the neighbour’s castle and outbuildings.
    http://www.handcircus.com/mott-and-baileys/

     

    Hippo Lake (Completed demo – C++/ OGRE)
    Hippo Lake is a simulation of a simple environment populated by a number of agents able to interact with each other and their environment. Its main purpose was to explore artificial intelligence that can be simulated using simple steering behaviours (and phenomena such as flocking) - and is based upon Craig Reynolds’ “boids”.
    http://www.handcircus.com/hippo-lake/

     

    Victoriana (Design document, prototype and story outline)
    3D action adventure set in Victorian London, revolving around an elderly ex-member of the British diplomatic service and his young granddaughter .The story unfolds around the world, revealing deceitful diplomats, exploited eastern European scientists and much more.

     

    Voodoo Ray (Working prototype – C++/ OpenGL)
    A casual-gamer focussed puzzle game centred on the physical properties of light, this game involves manipulating the light emitting/aborbing/reflecting elements to guide the avatar through each puzzle.

     

    The Blues Brothers  (Design document)
    Interactive treatment for PS2 of the cult comedy movie, taking advantage of Singstar peripheral, this game centres around the activities in the major set pieces of the film : driving and singing. It can be played either in party mode, allowing you to simply sing numbers from Ray Charles and many others, or in full story mode, featuring driving and mission based gameplay, as well as Singing challenges.
     

    Skills

    Technical

    - Over 6 years of full-time professional object-oriented development experience. Rich-media Architecture planning skills, including considerable back-end interface specification experience.

    - Very strong skills relating to all aspects the Adobe Flash Platform (beta tester on numerous products), particularly focussing on Actionscript 1-3 development.

    - Solid understanding of development for realtime 3D, using OpenGL and numerous game/rendering engines such as Ogre and Shockwave 3D.

    - Good C/C++, C# and Java skills as well as extensive experience with scripting languages such as Maya MEL script, Javascript Virtools VSL, Director Lingo, LUA.

    - Good understanding of a large number of algorithms commonly used in aspects of games such as graphics, animation, and AI. Practical experience (and published projects) using the Havok and Ageia PhysX physics engines.

    Game Design

    - Over 6 years experience of game design, prototyping and documentation for numerous platforms and environments (from Flash games, to console game prototypes and interactive installations).

    - Good experience of Level design using 3D Modelling software (particularly Maya) and bespoke tools such as Valve’s “Hammer”.

    Interaction Design

    - Strong user interface and user-centred design skills

    - Extensive experience prototyping new interaction design concepts.

    Art and tools

    - Adobe Flash skills to a very high level.

    - Graphic design training and experience.

    - Strong working knowledge of Photoshop, Sketchup, Virtools, Macromedia Director, and some 3DS Max experience.

    - Strong Maya skills and exposure to a large variety of 3D character and environment assets from numerous game studios.

    - Very comfortable with video editing and solid understanding of different video compression codecs and containers.
     

    Interests

    Videogames (been an avid player for over 20 years), cinema, animation (from classic Disney and Betty Boop to modern day), narrative and the elements of story (especially interactive narrative), drawing, a wide variety of music, AI, classical and modern art, interactive art and installations (especially dynamic typography), reading (especially Kurt Vonnegut, Haruki Murakami and Tom Robbins), speaking Japanese, seeing the world, all things unusual.
     

    Education

    2006 – Devstation (2 day workshop)
    PLAYSTATION 3 developer workshop covering aspects of development and content creation for the new platform.

    2005 – Nielson Norman Group - Interaction Design (short course)
    Course covering the principles of interaction design, user testing and the creation of accessible interfaces taught by the founder of Apple’s HCI labs.

    2001 – St. Martin’s college – Graphic Design (evening course)
    Short course on creativity and the principles of graphic design

    1997 – 2000 – Bristol University – BSc Computer Science (Hons.) – Graduated with 2.1
    With Modules in Politics, Philosophy and Psychology. Final year project was to drive animation in Maya from MIDI data, for which I received a first.

    1982 – 1996 - Portsmouth Grammar School
    Maths, Physics, Chemistry A-Level – All with grade “A”