Mutazione (with Die Gute Fabrik - in-progress)
A game about pottering around in a town filled with friendly monsters. With beautiful art by Nils Deneken and beautiful sounds by Alessandro Coronas.
Fabulous Beasts (for Alex Fleetwood - in-progress)
Fabulous Beasts is a physical / digital hybrid game for 2 players. The physical element is a co-operative stacking game – players take it in turns to add objects to a tower. The tower rests on a sensing platform which drives the digital element – a creation game. You play as young gods of a new world, rulers over all you survey. Create great races of beasts and set them to interact with one another. Your goal is to co-operate to create a world that’s in balance, and to compete to create a world that pleases you above all.

I did all the parts that live on the iPad (apart from the art). Also collaborating on the project are Dr Elies DeKoninck, Tim Burrell-Saward, Christoper Shaw and Lyall McCarthy.
Guest scene for Panoramical (with Jukio Kallio - in-progress)
Panoramical is a beautiful set of musical landscapes that you can control the parameters of. Our guest scene is urban landscapes against sunsets, seen through a haze of glitch effects.
Unicode Sphere (in-progress)
An audiovisual toy. Coming soon to iOS.
Jumpotron (for the National Videogame Arcade)
Set the parameters on the recovered machine of Prof. Alan A Allen, prime it, and jump! And watch as your robot jumps, and maybe discovers something interesting.

Jumpotron is an exhibit in Jump!, the first exhibition at the National Videogame Arcade. I developed the software and contributed to the design, with art by Rhianne Murphy, Jessica Parry and Thomas Abbott.
Punch the Custard
Two players. Two bowls of custard. This is a stupid game about punching your custard more than they can punch theirs.

This game has toured in Margate, Singapore, Mexico and China, and was an official selection at Indiecade 2014.
Tenya Wanya Teens (as part of Wild Rumpus, with Uvula and Venus Patrol
Tenya Wanya Teens is a coming-of-age tale about love, hygiene, monsters and finding discarded erotic magazines in the woods.Tenya Wanya Teens is a silly party game for two players, each grappling with sixteen colour-shifting buttons.

Shown at loads of places, including: Experimental Gameplay Workshop at GDC 2103, Indiecade 2013 Digital Select, Alt.Ctrl.GDC, IndieCade East Night Games and Indie Game Revolution at EMP.
CUBES for iOS
A beautiful, minimalist, compelling game for iPad and iPhone. You can buy it here.
RGBriefcase (with David Hayward and Jonathan Brodsky)
A mysterious briefcase. On the top, 12 buttons. Coming out, a telephone handset. Can you decode the tones and find out how to unlock the case? And what's waiting inside when you do?

Selected for the Alt.Ctrl.GDC showcase at GDC 2014.

Made at the Virgin Media Game Space Arcade Jam, organized by David Hayward and attended by Marie Foulston, Jonatan Van Hove, Sos O. Sosowski, Jonathan Brodsky, Alice O'Connor, Ricky Haggett and Simon Bachelier.
DOOM Piano (with Sos Sosowski, Jonathan Brodsky and David Hayward)
A piano you can play DOOM on.

Coverage at Gamasutra, Wired, Kotaku, Engadget and CNET.

Made at the Virgin Media Game Space Arcade Jam, organized by David Hayward and attended by Marie Foulston, Jonatan Van Hove, Sos O. Sosowski, Jonathan Brodsky, Alice O'Connor, Ricky Haggett and Simon Bachelier. I was the one that soldered all 88 wires on, though.
Glitch Pigeon (with Hannah Nicklin)
A 2 day prototype, made during a residency at Oxford Playhouse with Hannah Nicklin. Take to the skies as a pigeon over Oxford. Eat the texts and tweets that you find crossing through the air. Also you can coo at other pigeons.

Here's a lovely review by Cai Wingfield, and here's Hannah's writeup.
Always Stuck Minding The Store
"one of the best games I’ve ever played about boredom" - Brandon Boyer

Made in a week for the Space Cowboy Jam. There's some discussion about it at the makega.me forums.
Aim For Love (with Martin Hollis)
Made for the Main Square at GameCity 8. A game played in a public square where people are paired up by Jumbotron love-cameras.

Coverage at BBC Click, the Guardian, DigitalSpy and VG247.
BLOCK SORTING (win)
A webcam glitch toy.

Shown at HASHTAG ART at A MAZE 2014
CUBES (original browser version)
A game of dodging cubes. An interesting experiment in novel control schemes and minimal graphics. I'm most pleased with the way it induces flow. Originally made at a Cambridge Friendship Club game jam.
Hell Is Other People
You fight ghosts, which follow the paths of previous players. So you're fighting a recording, and that recording was fighting against a previous recording, all the way back to when I waggled the ship about in the editor. My first "released" game.
A Bastard
Originally a quick reworking of Gridwars (below), again for the GDC Pirate Kart. But it was too good, so now I'm expanding it for an iOS release. It's a local 2-player game, consisting of moving through a grid, moving and turning in discrete steps, and shooting at every step. But the controls remap with every button pressed, and soon you're fighting your opponent over the controls. Glitch Tank meets BUTTON, basically.
MEGA Bastard
A Bastard on a human sized keyboard made out of dance mats.
Gridwars
Made for the GDC Pirate Kart. A simpler, more sedate version of A Bastard.
Proteus Frog God Mod
It's Proteus, but you're a frog. And you're on a trampoline.
Mr Bubble Amidst The Fireworks (abandoned)
An asymmetric 2-player game. Players take turns launching fireworks at Mr Bubble, or controlling a capering Mr Bubble attempting to evade them. Whoever survives longest is the winner. A collaboration with Angus Dick.
Creature creature (abandoned)
This is a collaboration between me and Robyn Nevison. Take care of a strange little creature who lives in your iPad.
Silt
Made for the #7DFPS game event. A underwater deathmatch, where you duck into clouds of silt to ambush your opponents, hold your breath to sneak past enemies and swim like mad when you realize your harpoon has missed. Requires multiple players, but has a good swimming feel. 7DFPS entry, Blog on it's creation, Tumblr progress log
Hefty Seamstress - (github)
Another Cambridge TIGJAM game, this is a collaboration between me and Jonathan Whiting. It's a tree of backronyms, with everyone welcome to add more branches. Now lives on as a twitter account @heftyseamstress. There's a lovely writeup by Jenn Frank which gives a bit more context, too.
Assembly
A experimental toy made for the Super Friendship Club Editor Pageant. I believe it is Turing complete (if you ignore the fixed memory size, which you should).
Hints: drag from a square to another square. The grey squares represent commands.
Clandestine Candy
A "running around" game made for a Hide and Seek Sandpit. Play as a sugar addict, trying to get sweets for monopoly money, a confectioner, trying to do just the opposite, or a dentist, trying to lure the others into revealing themselves. But no-one else can be trusted.
Holding the Baby
Quick experiential jam game also made at the London Molyjam with Alan Hazelden
Museum of You
Quick jam game made at the London Molyjam. Inspiration was from the following tweet: "How about something completely new? A game where you have to pay tribute to someone, collect everything about them and create a museum?"
Fonts
A game where you have to guess the font used. It uses all the fonts installed on your system, which provides a built in difficulty curve for designers. But it's hugely unfair on people with a lot of non-Roman fonts. All graphics are done with textboxes, a contstraint I never really used to it's full effect.
SPHERES
A variation on CUBES, it's a bit terrible. But put up here for completeness.
"Cave game"
Sadly neglected, this project was to make a game that was played via vibration feedback into a specialized helpmet. Navigating via vibration and sound, you would have to avoid monsters and approach the seductive siren at the end of the cave system. The tech works, but the gameplay needs a bit more iteration. And it is difficult to demonstrate, as it requires the specialized helmet I created.
Sweareoke - (github)
Project done by Joe Bain and me at London Music Hackday. It hooked up a Guitar Hero controller to some scrolling kareoke lyrics. You had to play the words, and if you fucked up, it swore at you. Fun, especially when you were on a terrible losing streak.
Terrible Bear - (github)
A bear that you could have a relationship with on twitter. It had emotional states, it said hilarious things, the very concept had us cracking up a whole night at the pub. A Cambridge Friendship Club collaboration.