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atari adventure

James Humphreys

Game Credits


Anthem (2019)   (Additional Art)
Mass Effect 3: Citadel (2013)   (In‑Game Animators)
Mass Effect 3: Reckoning Multiplayer Expansion (2013)   (In-Game Animator)
Mass Effect 3 (2012)   (In-Game Animators)
Mass Effect 3: Earth Multiplayer Expansion (2012)   (In-Game Animator)
Mass Effect 3: From Ashes (2012)   (In-Game Animators)
Mass Effect 3: Leviathan (2012)   (In‑Game Animators)
Mass Effect 3 (N7 Collector's Edition) (2012)   (In-Game Animators)
Mass Effect 3: Omega (2012)   (In‑Game Animators)
Mass Effect 3: Rebellion Multiplayer Expansion (2012)   (In-Game Animator)
Mass Effect 3: Resurgence Multiplayer Expansion (2012)   (In-Game Animator)
Mass Effect 3: Retaliation Multiplayer Expansion (2012)   (In-Game Animator)
Mass Effect 2 (2011)   (In-Game Animators)
Mass Effect 2: Arrival (2011)   (Additional Animation)
Mass Effect 2 (2010)   (In-Game Animators)
Mass Effect 2 (Collector's Edition) (2010)   (In-Game Animators)
Mass Effect 2: Firewalker Pack (2010)   (Technical Animator)
Mass Effect 2: Kasumi - Stolen Memory (2010)   (In-Game Animators)
Mass Effect 2: Lair of the Shadow Broker (2010)   (In-Game Animators)
Dragon Age: Origins (2009)   (In-Game Animators)
The Warriors (2005)   (Ingame Animation)
Batman: Rise of Sin Tzu (2003)   (Animators)
Tom Clancy's Splinter Cell (2002)   (Animators (In Game))
Batman: Vengeance (2001)   (Animators (In-game))
Speed Devils (1999)   (Animations)


Mass Effect 2 (2010)   (In-game Animators)
Tom Clancy's Splinter Cell (2002)   (Animators (Cinematic))

Developer Biography

After 2 years of animation classes, and 7 months of unemployment, he started work at the relatively new Ubi Soft Entertainment studio in Montreal (now Ubi Soft Montreal), as a new animator on one of the studios first projects, "Speed Busters".

He went on to contribute to the project "Speed Devils", which was a port of "Speed Busters" to the now defunct Dreamcast system.

Tired of the racing themes, he moved on to the world of comics with the highly underrated (in my opinion) game, "Batman: Vengeance" for the PS2.

2 months of R&D followed "Batman: Vengeance", before he was placed on "Tom Clancy's Splinter Cell" which had just entered the production phase of its development.

Finishing 10 months of production, he was immediately placed on the new project "Batman: Rise of Sin Tzu", which was in its design phase. "Batman: RoST" was produced in a year, at which time he decided to leave what he had grown to see as an uncaring employer for his present position at Rockstar Games Toronto.

Last updated: Nov 29, 2003

atari asteroids