Please take a trip with me down memory lane...

Game #1 was called Rodland (NES) in 1992. I was hired as an artist at SCi Games (bought by Eidos in 2005 / bought by Square Enix in 2009).

I used DPaint on a PC to help create level art and fonts.
Game #2 was Troddlers (SNES), also at SCi Games in 1992.

Again, it was mainly user interface art elements and fonts. Small stuff.
Game #3 was Timeslip (SNES) in 1993 - still at SCi Games - where I was the primary artist. I was in way over my head, but loved the challenge. 😄

I worked with @RealSteveSnake, who is an extremely talented programmer.

I created the player animations, backgrounds, menus, etc.
Game #4 was Aero the Acrobat (SNES, Genesis) in 1993 at Iguana Entertainment. New company! New country!! I moved from UK to the US. Scary and exciting!!!

I made a single enemy for this game. 😄
Game #5 was Side Pocket (SNES) in 1993 at Iguana. This was a port of a Genesis game (I think) for Data East.

I worked on menu stuff, mainly.
Game #6 was NBA Jam (SNES, Genesis) in 1993 at Iguana.

The game was being developed by Iguana UK. I just helped out a bit with various art tasks.
Game #7 was The Pirates of Dark Water (Genesis) in 1993 at Iguana.

I worked on player animations. This was the first time we used rotoscoping footage of ourselves to help capture realistic movement.
Game #8 was NFL Quarterback Club (SNES, Genesis) in 1993 at Iguana.

I worked on various art elements, including UI, menus, players, fields.
Game #9 was Zero the Kamikaze Squirrel (SNES, Genesis) in 1993 / 94 at Iguana.

This was my first role as lead artist. I worked on the player animations, level art, menus, etc.
Game #10 was Batman Forever (Arcade, Saturn) in 1995 / 96 at Iguana.

I worked on special effects and UI.
Game #11 was Iggy's Reckin' Balls (N64) in 1997 / 98 at Iguana.

This was my first role as game director and producer. I was also the designer. It was an incredible learning experience.
Game #12 was Turok 2 (N64) in 1998 at Iguana.

I was a designer, working on multiplayer level design.
Game #13 was Southpark: Chef's Luv Shack (N64, PS1, DC, PC) in 1999 at Iguana.

I was game director, producer, and designer. Quite a bizarre project! 😄
Game #14 was Turok Evolution (XB, PS2, GC) in 2002 at Iguana.

I mainly helped guide some design elements.

Prior to this project I worked on numerous concepts, including some Gameboy Color prototypes, such as Forlorn.
Game #15 was Vexx (XB, PS2, GC) in 2003 at Iguana.

I was a designer working on level design for the first world of the game. A whole new challenge! It was a lot of fun.

I think I'm going to pause here for now. Will continue more soon. ❤️

Thanks for reminiscing with me!
Game #16 was NBA Jam (XB, PS2, GC) in 2003 at Iguana.

I was assistant creative director at the studio, helping out with general design elements including camera and overall gameplay flow.

I recall working closely with @DavidVyleLevy on this project - super fun times!
Game #17 was Legends of Wrestling: Showdown (XB, PS2, GC) in 2004 at Iguana.

This game and engine was inherited from a previous title, so it presented a unique challenge to bend it to our will. It was extremely limited, but I think we managed to make some great improvements.
Game #18 was All Star Baseball 2005 (XB, PS2, GC) in 2004 at Iguana.

I wasn't involved heavily with this title, but helped out a little bit here and there with UI design and such. I know very little about baseball. 😄
Game #19 was Sigma Star Saga (GBA) in 2005 for @WayForward as a contractor.

I was an artist working on backgrounds for the shoot 'em up sections. Tons of fun!
Game #20 was Cube World (toy) in 2006 for Radica as a contractor.

I was an artist creating animations within a preset art design. A very unique and fun challenge. Neat toys!
Game #21 was Miuchiz Pawz: Dash / Spike (toy) in 2006 for MGA as a contractor.

I was an artist creating character animations, backgrounds, menus, and all sorts of fun stuff.

My first involvement with a virtual pet game! Sowed the seeds for Petadachi. 🐶
Game #22 was Pixel Pets: Jammin' Hamster (toy) in 2006 for Mattel as a contractor.

I was an artist creating animations within a preset art design. The art was projected onto a layer that synched up with real environments. Very nifty concept.
Game #23 was Pixel Chix (toy) in 2006 for Mattel as a contractor.

I was an artist creating animations within a preset art design. Same clever concept as Pixel Pets. These were sold at Target, and I have one!
Game #24 was The Red Star (PS2) in 2007 at Iguana (delayed release).

I was assistant creative director, helping the team out with various design tasks. Worked closely with @DavidVyleLevy on this one too! Lead designer, Stephen Dupree, now works at Retro!
Game #25 was Wizard 101 (PC) in 2006 / 07 at KingsIsle Entertainment.

I was the producer, responsible for hiring most of the team and handling the planning/scheduling. Worked closely with @RenegadeGregg on this one. He was the art director. ❤️
Game #26 was Dementium: The Ward (DS) in 2007 at Renegade Kid.

This was our debut game as Renegade Kid. Gregg and I pooled our money together to hire Bob Ives as programmer, and we made the game! Partnered with the crew at @devolverdigital (previously Gamecock) to publish.
Game #27 was Moon (DS) in 2009 at Renegade Kid.

I was the game director, designer, artist, producer, and sound guy. What a challenging and exciting project it was! Worked with the lovely team at @mastiffgames to publish.
Game #28 was Dementium II (DS) in 2010 at Renegade Kid.

I continued my role(s) as game director, design, etc. for D2. It was a wonderful opportunity to push ourselves to the limits. Worked again with Stephen Dupree on this one.
Game #29 was ATV Wild Ride (DS) in 2011 at Renegade Kid.

Continuing as game director, producer, designer, etc. ATV Spirit (as it was originally called), was such a blast. Track design is fascinating! 😄 Our inspiration was Pure.
Game #30 was Face Racers: Photo Finish (3DS) in 2011 at Renegade Kid.

This was our first 3DS title. We developed it on a 3DS devkit that was an exposed circuit board with ribbons and chips everywhere! Very humbling and exciting times!

I'll do the next 15 or so game soon! ❤️
Game #31 was Mutant Mudds (3DS) in 2012 at Renegade Kid.

This was our first self-published title. We developed it "on the side" while we worked on "paying gigs" during he day. @xor_mgambrell_0 and I just made it for fun!

It was the first 2D platformer I designed. Loved it!
Game #32 was Planet Crashers (3DS) in 2012 at Renegade Kid.

This was one of those "paying gigs" we developed for Ignition. This was heavily inspired by Pokemon Mystery Dungeon, but we didn't have the budget/time to make it great, sadly.
Game #33 was Bomb Monkey (3DS) in 2012 at Renegade Kid.

This was a super fun challenge to design. I deconstructed how I thought Tetris was designed and then designed Bomb Monkey up from there. Originally, it was called Warehouse Willy with crates and a conveyor belt! 👷
Game #34 was ATV Wild Ride 3D (3DS) in 2013 at Renegade Kid.

This was an awesome opportunity to enhance our DS racer for the 3DS. It built upon our work with Face Racers and took it even further. Was a ton of fun to make.
Game #35 was Mutant Mudds Deluxe (Wii U) in 2013 at Renegade Kid.

For the Wii U release we added a new ghost world of levels through the "phantom mirror"! We also updated the 3DS version to match the content.
Game #36 was Moon Chronicles (3DS) in 2014 at Renegade Kid.

Continuing our efforts of enhancing our existing titles for 3DS, the new art improvements for Moon Chronicles were very exciting. We also adopted a new episodic approach to the releases, which was a fun idea.
Game #37 was Xeodrifter (3DS) in 2014 at Renegade Kid.

This was the game that ousted Treasurenauts and sent it into delays. We needed a game out before the end of the year, and Xeodrifter fit the bill! Creating our very own metroidvania was a real treat. I'm very proud of it!
Game #38 was Dementium Remastered (3DS) in 2015 at Renegade Kid.

We finally got the rights back to self-publish Dementium and so we did! We poured a ton of work into DR to make it as enhanced as we possibly could on the 3DS. The results are very special!
Game #39 was Totes the Goat (iOS) in 2015 at Renegade Kid/Atooi.

Atooi was originally created for me to release small titles on the side. Ones that weren't financially viable for RK. Totes was the first experiment. Was a ton of fun to create!
Game #40 was Mutant Mudds Super Challenge (3DS, Wii U, PS4, PSVita, PC) in 2016 at Renegade Kid.

A direct sequel to mudds in the vein of SMB 2 - The Lost Levels. It was a lot of fun to design a game that left off where the last one ended. Brutal difficulty. Maximum fun!
Game #41 was Mudd Masher (iOS) in 2017 at Atooi.

My first release after leaving Renegade Kid. Not a particularly great one, but fun nevertheless. 😀 Built upon Totes with the added ability to squash enemies by tapping them.
Game #42 was ATV Renegades (PS4, XB1) in 2017 at Renegade Kid/Atooi.

The last game we worked on at Renegade Kid was a console release of ATV Wild Ride with a number of changes and improvements. Our last hoorah! 😢
Game #43 was Chicken Wiggle (3DS) in 2017 at Atooi.

Knowing the 3DS era was coming to an end, soon to be eclipsed by the Switch, we decided to create our magnus opus in the form of a new platformer with a level editor and online sharing. A huge challenge and a huge joy to make!
Game #44 was Mutant Mudds Collection (Switch) in 2017 at Atooi.

Our debut on Nintendo Switch was a muddy collection that featured Mutant Mudds, Super Challenge, and Mudd Blocks (an enhanced reskin of Bomb Monkey) with online leaderboards and glorious HD rumble!
Game #45 was Soccer Slammers (Switch) in 2018 at Atooi.

Our goal was to release a soccer game in time for the world cup (pun intended), and we did it! Releasing on the same the world cup kicked off, Soccer Slammers was new territory for us and a blast to create.
Game #46 was Knight Fright (iOS) in 2019 at Atooi.

A glorious evolution of Totes the Goat gameplay, Knight Fright blends all kinds of goodness to present a spooky rogue-esk monster stomper, which is more fun that it should be! And, it's free.
Game #47 was Atooi Collection (3DS) in 2020 at Atooi.

We partnered up with @LimitedRunGames to launch a unique physical 3DS release that featured Mutant Mudds, Bomb Monkey, Xeodrifter, Super Challenge, and Chicken Wiggle on a single cartridge. It was epic!
* I did not include any titles that were direct ports, with no new content, such as Totes and Xeodrifter on Switch, even though they are awesome versions that I am very proud of. ❤️
You can follow @JoolsWatsham.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled: