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Fall of Angels
Off My Nuts
Dr Who Guide
Martial Japan
Flashcard Creator
Baby Farmyard
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Portfolio
This is the homepage for the apps and services developed by Kevin Mitchell.

Information on my project and employment history can be found in the 'portfolio' section.

For more information about a particular project, click on an icon in the left-hand menu.
I am a software developer based in Derbyshire, UK.

The 'portfolio' page gives examples of the work that I have undertaken, as well as past employers.

My work includes mobile apps, games, websites and online services. Details of several projects can be viewed by clicking the icons on the left side of the page.

To view all iOS apps created by me click here (opens in iTunes).
If you would like to contact me, please email me on one of the following addresses:
Contacts
Help and support with one of my products support@umzing.com
Fall of Angels contact contact@fallofangelsgame.com
Eurocom
I worked as a developer at Eurocom Entertainment Software where I was involved in the development of several XBox360/PS3/PS2 games including 'Pirates of the Caribbean', 'Beijing 2008 Olympics', and 'Ice Age 2'.
IBM
At IBM I was employed as a fully qualified SAP consultant. Here I was deployed to design and deliver IT solutions to various large clients around the country, including the county of Somerset.
IBM Consultant
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Games
The two games that I have worked on recently are 'Fall of Angels' and 'Off My Nuts'. 'Fall' is available on PC (free demo) and iOS, 'Nuts' is available to download for free on iOS. The PC version of 'Fall of Angels' was written in C# and XNA, the iOS games were written in Objective-C.

More information including screenshots and videos can be found by clicking on the links.

  • Off My Nuts Off My Nuts
    Moon Levels
Web Services
Several of my apps have online components. 'Dr Who Guide' and 'Martial Japan' both use custom Google Maps.

'Confessions*' was a social web service that allowed users to upload stories, up/downvote stories, upload comments, and send instant messages to other users.

'Sound it Out*' allowed users to upload sounds to a server and other users could download them in order to guess what they were- an online scoring system was used to keep track of the number of correctly guessed sounds.

I currently have an online dieting service in development (fully working and available for demonstration). This service tracks your eating and exercise habits and presents information in the form of graphs and timelines. It is fully integrated with iOS and Android apps to deliver the same functionality and information on the go. The service also includes member authentication and file uploads.

* 'Confessions' and 'Sound it Out' are no longer commercially available, but are available for demonstration


Apps
I have created several utility apps on both Android and iOS. For more information on individual apps, click on the icons on the left side of the screen.
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3D Game Engine
I have created a 3D game engine using C++ and openGL. This engine utilizes such elements as bump mapping, terrain modelling, space partitioning, particle effects, collision detection, and more.

In order to create the worlds that are used by this engine I also wrote my own 3D world editor that allows me to build and modify the environments and their assets. This editor has multiple components within it that allow me to create different solid entities, particle sources, and terrain meshes. These assets are all saved and loaded in my own proprietary format.

Running a 3D game world

Dynamic shadows from the fireplace

Game world editor

Model creator

Inside a house

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Premise
For my university dissertation I studied 'AI in Role-Playing Games'. The premise involved presenting players with multiple game worlds inhabited by NPCs. Each world had different behavioural patterns assigned to its inhabitants- one would have random actions, another would have everyone doing mundane jobs, one would have environmental set-pieces like rain causing everyone to run for shelter and so on. The players rated each world based on how immersive, interesting, realistic etc. they thought it was, and the results were used to draw observations on the effectiveness of the different AI behaviours.

Technology
For this study I designed and wrote my own custom 3D game engine in Java and openGL. This engine included an editor that I could use to create environments, set marker points, and add NPCs. The NPCs themselves had their own editor in which I could define their behaviour and relationships to other NPCs as well as the world itself. Finally was the actual 'game' that would run the scenes and allow the player to move around.

Dissertation screenshot 1

Dissertation screenshot 2

Dissertation screenshot 3
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Yearning of the Sword
Yearning of the Sword was the first fully formed game that I created, back during my first year at university. It is an RPG with many areas to explore, including port towns, caves, a treetop village, and more. The battle system is turn-based, and involved both melee and magic attacks against many different enemies and bosses.

It was written in QBasic, the only language that I knew at the time. QBasic was not suited to graphical games, so the experience taught me a lot about optimization and restructuring an engine to work around technical limitations. Around 1.5 hours of gameplay were developed before university work took priority, at which point I moved on to technology more suited to game development.

'Yearning of the Sword' would later be rebuilt to become 'Fall of Angels'.

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