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| I’ll
skip any prologue concerning my dramatic
headfirst arrival into the middle of
the 70s, my primary school period or
the subsequent 5 years of educational
drudgery called secondary school (which
gave me 10 GCSEs and ushered in the
era of the pube). I’ll briefly
mention that I spent 2 years at Art
College doing an OND in graphic design,
followed by 2 more years at University
doing an HND in Film and Television
design. Following University, I started
my own business as a designer/illustrator
and saw 4 years of moderate success.
But by early 2001, I had decided to
start looking for employment elsewhere,
and in July 2001 I headed off to Leeds
to start a new career in the games industry,
working for a company called The Code
Monkeys. My first title was
a game called XBladez: Inline Skater
for the GBA. Then, following its completion,
I moved onto the company’s main
project, Simpson’s Skateboarding.
It was already a year and a half into
production so my impact wasn’t
massive but I worked on aspects of
the UI, prop animations (e.g. collapsing
apple stall, snapping bear traps),
skateboard designs and some intro
cameras. Following the Simpsons, we
started a PS1 title called “Neopets,
the Darkest Faerie”, but this
turned out to be a very troubled project.
The publisher wasn’t sure what
they wanted so there was a lot of
wasted time and work. Things came
to a head in September 2003, when
Neopets was canned and the company
announced redundancies. I was one
of the 40 casualties, so I polished
my CV and sent it out again, freelancing
whilst I waited for potential interviews
to come back.
I
got one in early December, and I started
work at Juice Games the following
February. This position would see
me working on titles for mobile phones,
handheld devices and Next GEN consoles.
I worked (as a UI artist) for 2 years
on the company’s 2007 release
of Juiced 2: Hot Import Nights and,
shortly after that, was transferred
onto a Flight Sim project called Stormbirds,
but sadly this was to be short lived.
Company Owners THQ decided, for fiscal
reasons, to reduce both their catalogue
and workforce which meant culling
several studios in the US and cancelling
numerous projects, Stormbirds included.
With no game to work on, Juice had
little choice but to make the Flight
Sim team redundant on Monday November
3rd 2008.
By Wednesday November
the 5th, I successfully interviewed
and accepted a position at TT-Fusion
in Manchester, starting December 1st.
I was dropped straight into the action
by becoming the only UI artist working
on Lego Rockband, a multiplatform
title released in late 2009. And that
brings me up to date, I am currently
still with TT-Fusion working on more
unannounced game titles.
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All
artwork on this website, unless otherwise stated, is Copyright
© Daniel Nuttall ALL RIGHTS
RESERVED - www.dannuttall.com was designed and built
by Dan Nuttall. |
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