Alex LindsayDeveloper BIO
Alex Lindsay started mucking about on his grandfather's Commodore 64, drawing pictures by hand and moved on to a little assembly coding, via music composition. His best friend at the time was an Action Replay cartridge.
Too skint to own an Amiga, he moved on to the PC, and was composing Scream Tracker 3 files before long. He also messed about rotating wireframe text and basic perspective projections in GWBasic after learning about matrices at school.
By the time he owned his own computer (instead of convincing his dad to upgrade yet again) he'd written a 2D sprite engine in horrible C++ and used a multiplayer shooter prototype to gain employment at Beam Software.
There he spent increasingly more time dominating office matches of Quake and Quake 2 in between small stints of actual work - which started for real with Looney Tunes Space Race, which was fun doing on the DreamCast, freaky machine that it is. Check out those shadows! The bouncing barrels!
While Beam Software changed via Infogrames to Atari, he thrashed out other titles, working as a jack-of-all-trades, writing metagame, memory card, replay, networking and graphics code. Particularly fond of his memory card code on Grand Prix Challenge, as long as he never ever has to fix it again.
Possibly killed more PlayStation 2 dev kits than anyone else during that stint...
Moved to ThatGame, which changed to IR Gurus, to work on Heroes of the Pacific, getting all nasty with Xbox and PC shaders and custom PS2 assembly.
In his spare time he dreams of Bubble Bobble pickups, and wishes every game had them.
Contributed by Alex Lindsay (2)
on Sep 27, 2005.