Posted on April 17, 2008
Sometimes You Can't Take Full Credit.
Sometimes you just don’t get to make the game yourself, but you are significantly involved with it enough to get some kind of credit. Below are a list of games I’ve been involved with that I cannot credit as solely my own work, but my contribution was significant enough that I want to highlight them. Some of these games are based on my code, some contain my code, some contain music that I created, and others were very satisfying from a game design perspective.
A version of my Track Mod game engine revamped for Barbie Collector by Chris Cutler and Kurt Yamamoto. This was revamped from Chris’s version of my Track Mod engine, Pixel Chix Jammin’ Hamster. Track Mod was a game conceived, designed, and programmed by myself (Steve Fulton) in 2005. It was so successful that it led to hotwheels.com morphing into a games-centric portal with syndicated content.
A version of my Track Mod game engine revamped for Pixel Chix by Chris Cutler with graphics by Jen Magera. Chris added nifty transitions, special FX, a high-score table, and tightened code. Chris retained about 80% of my ActionScript for the re-working. This game was consistently the most played on Pixelchix.com. Track Mod was a game conceived, designed, and programmed by myself (Steve Fulton) in 2005. It was so successful that it led to hotmwheels.com morphing into a games-centric portal with syndicated content.
Series Slamdown was a game conceived by Alan Donnelly and myself (Steve Fulton) in early 2007. We were trying to find a way to ‘use-up’ some of the game smaller game engines we had lying around ‘ finished. We also incorporated a ‘Kaboom-like’ game created for us by Two Devry students named Kenny and Scott. Alan programmed 90% of this game, but the ‘Air Slalom’ game is my (Steve Fulton) code, as well as a ‘log jumping’ game that was cut to save money on graphic design.
Monster Jam Destruction
This game was conceived by Alan Donnelly and myself (Steve Fulton) in early 2006 during a game design session with Bill Kunkel. Alan did 95% of the programming, and Mark Minalli designed the game. Alan used my (Steve Fulton) particle engine for the many of the explosions, which is why the game is listed here
Rebellion Race was a game conceived by Alan Donnelly and myself (Steve Fulton), and developed by Jobe Maker and Electrotank. It appears in this list because I created 5 songs which appear throughout the game.
Finish Line is a multi-player card game conceived by Alan Donnelly and I in the summer of 2006. Alan and I wanted to create a game that could by made evergreen by using Hot Wheels mainline cars for a collectible card game. Brian Yu and Tyler Kenny in Mattel’s Game Design department informed us that the biggest mistake we could make when designing a collectible card game would be to make any one card more valuable than any other. With that in-mind, we devised a way to use all the Hot Wheels cars, but differentiate them by scoring each for how they would handle on dirt or pavement. Every card would have different values that added-up to 100. We also created hazards and bonuses that could be played and collected. We then designed a game where players would play one card per turn, trying to be the first to travel 1000. Before we even started programming Alan created a deck of cards with paper and we played the game many times, and eventually came-up with the unique ‘change terrain’ feature that really took the game to the next level. When we were certain we had the right mix of cars. Bonuses and hazards, Alan prototyped the game, and we played and re-played it again. Eventually Alan finished it in the summer of 2007. The game appears on this list because it was one of the most rewarding pure ‘game design’ experiences in which I’ve ever had the pleasure of taking part.
Macdonalds’ Branded version of Trackmod. The launched 1 month before the actual game on required a code from a Happy Meal bag to play. Try “RUNRON”.