Paul James Mannering Portfolio
GamesProgramming3D ModellingMultimediaAbout

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Personal Details:

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Name:                 Paul James Mannering

Year of Birth:      1986

Country:              England

E-mail:                 pjmannering@hotmail.co.uk

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Paul James Mannering

Image by Andrew Alston (©Copyright 2006)

Paul James Mannering

26th August 2007

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Paul James Mannering

22th August 2007

About Me:

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Hi, my name is Paul James Mannering and I have been programming video games since the age of 14 (the year 2000). When people ask me why I started doing this, it's quite simple. I loved playing video games so much that I had to find out how to make them.

The first thing that inspired me to take this route in life was when I brought a Sony PlayStation One console (in 1998). It was the first time I'd experienced true 3D game environments and the idea of creating my own, for the rest of the world to play, was all the inspiration I needed.

Back in the day I started off by trying to learn C++ and created a few simple text based video games. However, starting off with C++ as my first programming language was a bit like being thrown in at the deep end before you can swim. It was really hard, and with no real tangible output (after so much work), I eventually threw in the towel.

However, it wasn't long before we started doing some programming at school with Visual Basic. As a side project I developed a simple card game called Target Cards (the aim was to draw up to 5 cards from a pack, then add them up to get as close to the target number as possible).

 

Target Cards

Target Cards, developed in Visual Basic (2001)

 

Now with this simpler/higher level programming language under my belt the C++ didn't seem so daunting. So I gave it another shot. This time it made much more sense, although my understanding of pointers (C++ most powerful feature) was far from complete.

Next came the step up in class. Moving from C++ text based video games to C++ graphical based video games. I started by learning MFC (Visual C++) as a way to achieve what I'd done in Visual Basic with C++, but it soon became clear that 3D video games went way beyond drawing buttons and dialog boxes.

So then at the age of 16 (When I started doing my A-levels), I brought a book on DirectX 8 (Game Programming All-in-one, 1st Edition) and made the dream of creating 3D worlds a reality...well it was a start anyway (I couldn't model 3D geometry of my own then so use your imagination). Again, the step up in difficultly was hard to get my head around (especially while doing my A-levels at the same time), but I persisted. As a side project I also experimented with the Half-Life Hammer Editor to create a few maps for Counter-Strike.

 

Half Life Map Screenshots

Click on this picture for more Counter-Strike map screenshots (2002)

 

Then just as I started University (in 2004) I brought a book called Programming a Multiplayer FPS in DirectX, written by Vaughan Young. Somehow this book made everything to do with the C++ game programming easy to understand, and it was the catalyst I needed to not only create my own simple FPS, but also to develop my own game engine (if you're reading this Vaughan I can't thank you enough).

 

Game Programming All-in-One, 1st Edition..........Programming a Multiplayer FPS

Early books that were a great help along the way

 

Then time passed (2 years), and the end result was a 3D shader based game engine, which I called Project Realism (written in C++, using DirectX 9.0c and HLSL shader model 2), and an accompanying map editor called the PREditor (Written in MFC...so it did come in handy after all). The only thing missing was a game to show it off. Now at University, I was set a final year showcase project to complete my degree. The only thought in my head was to write a 3D video game.

The game that resulted was called Boy Racer, a 3D street racing game based on bashed up old cars (something not seen very often in the gleaming world of most 3D racers). For this I also teamed up with 3 other people (who worked on the 2D Artwork, 3D Models and Audio). The Boy Racer website is now hosted here.

 

Boy Racer

Boy Racer, released March 2007

 

After completing my degree, I needed a new challenge in life. So I decided to look for a commercial job making video games for PlayStation/Xbox/Nintendo games consoles (Yes, back then I actually turned down a really good PC based game programming role because I REALLY wanted the experience of developing for the Xbox 360 and PlayStation 3).

 

My first job in the games industry was at Zoë Mode (formally known as Kuju Brighton) as a junior programmer, then staff programmer, and finally lead programmer on 3 games, between 2007 and 2014 (Although I also went back as a part-time contractor in 2015 and 2016). The games I worked on here (that shipped) were:

  • Marvel: Ultimate Alliance 2
  • Marvel: Ultimate Alliance
  • Powerstar Golf
  • Risk Urban Assault
  • Risk Domination
  • The Voice
  • Crush 3D
  • Chime
  • Chime Super Deluxe
  • Office Daze
  • Zumba Fitness World Party
  • Zumba Kids
  • Zumba Fitness CORE
  • Zumba Fitness RUSH
  • Zumba Fitness 2
  • Disney Sing It
  • Disney Sing It: High School Musical 3
  • Disney Sing It: Pop Hits
  • Disney Sing It: Party Hits

For more information about these games, see the games I've worked on page here.

Skills:

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Skills Details Year(s) Experience

Platforms

Windows Desktop
Xbox One
Xbox 360
Playstation 4
Playstation 3
Playstation 2
Nintendo WiiU
Nintendo Wii
Nintendo 3DS
Android

15
3
7
2
5
3
2
7
1
3

Programming Languages

C++
C#
Java
Visual Basic

15
8
2
2

Scripting Languages

Lua
Python
Flash ActionScript 2
Javascript

9
5
3
2

Markup Languages

XML
HTML
HTML 5

10
10
1

Game IDE's

Microsoft Visual Studio
Metroworks CodeWarrior (Wii)
SN Systems ProDG (PS3, PS2)
MULTI IDE (WiiU)

15
7
6
2

Game Engines / Toolkits

XNA Game Studio
Unity 3D

3
1

Build Environments

Batch Scripts (Windows .bat files)
Cygwin and Makefiles
Shell Scripts (Linux .sh files)

7
7
7

Shader Languages

HLSL
GLSL

9
4

Graphics API’s

DirectX 12
DirectX 11
DirectX 9
Vulkan
OpenGL
OpenGL ES 2

1
5
10
1
7
3

Physics API’s

Bullet
Newton Game Dynamics

3
3

Other API’s

Bink (Crosss-platform video playback)
Wwise (Cross-platform sound system)
FMOD (Cross-platform sound system)
Intel Threaded Building Blocks
Maya API
MFC (Visual C++)
Direct Input
Windows Media Foundation (WMV video playback)
TinyXML
TinyXML 2
Apache Xerces_c (XML parser)

7
4
3
1
1
5
3
3
5
3
3

Software

Perforce (Source Control)
PIX (Windows, Xbox 360, Xbox One)
gDEBugger (OpenGL debugger)
NVIDIA FX Composer
ATI RenderMonkey
Autodesk Maya (polygon modelling and texturing)
Autodesk 3D Studio Max (polygon modelling and texturing)
Adobe Photoshop
Adobe Flash
Adobe Dreamweaver
Adobe Audition
Adobe Premier
Adobe After Effects
Microsoft Office (Word, Excel, PowerPoint, etc)

8
8
2
4
3
4
3
10
4
7
2
2
3
10+

Top 10 Games:

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  1. Super Mario Galaxy 2 Wii

  2. Mario 64 N64

  3. FIFA 16 XBOX 360

  4. Half-Life 2 Windows

  5. Bioshock XBOX 360

  6. Portal 2 Windows

  7. GTA 5 Windows

  8. Mass Effect 2 XBOX 360

  9. Halo Reach XBOX 360

  10. Sonic The Hedgehog Mega Drive

© Copyright Paul James Mannering, 2004-2016