Gregg BarnettDeveloper BIO
Gregg joined
Beam Software in 1983 while studying computer science at Melbourne University. He as a programmer working on the
Horace series of games. With a conversion of
The Hobbit, followed by his own creation
Way of the Exploding Fist, Gregg soon had two mega hits under his belt. He then became Software Development Manager at Beam, responsible for all game development.This was followed by a directorship and shareholding in the company. The latter part of the 80s and early 90s was spent working closely with Nintendo and its publishers on a host of NES and SNES license and conversions.
Wanting to return to totally original games, Gregg left Beam in 1992 to co-found his own company
Perfect Entertainment. To launch the new studio a suitable game license was sought, culminating in the acquisition of
Discworld from
Terry Pratchett, the most sought after British license at the time. Gregg acquired the license by designing a game that fascinated Terry. The result was a game that was one of the biggest selling PC titles in UK history, spawning two successful sequels (
Discworld II and
Discworld Noir).
Gregg subsequently joined the
Empire Group in August 1999. He became the Studio Manager and Creative Director of the
Sick Puppies Studio in Oxford, UK, where he oversaw the development of
Ghost Master.
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Games CreditedGhost Master (2003), Empire Interactive Europe Ltd.
Pipe Dreams 3D (2000), Empire Interactive Entertainment
Discworld Noir (1999), GT Interactive Software Corp.
Discworld II: Mortality Bytes! (1996), Psygnosis Limited
Discworld (1995), Psygnosis Limited
Shadowrun (1993), Data East Corporation
The Punisher (1990), LJN, Ltd.
Bop'N Wrestle (1986), Mindscape, Inc.
Fist II: The Legend Continues (1986), Melbourne House
The Way of the Exploding Fist (1985), Melbourne House
Horace Goes Skiing (1984), Melbourne House
Hungry Horace (1983), Melbourne House