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About

I'm Richard Beech, a former network admin and game developer, now I do backend and integration. In my spare time, I'm a developer, maker and technophile. This is where I put the things I build.

What's here

Games, apps and experiments, mostly built because I wanted them to exist. You're welcome to use them or pick through the source.

Games, professionally

For about a decade I made other people's games: artist and technical artist at Climax, Kuju and Zoe Mode, with credits across console, PC and mobile: Sudeki, Serious Sam: Next Encounter, Robot Wars: Arenas of Destruction, Crush, Crysis 3, CSR Racing, Clay Jam and a couple of dozen more (the full list lives on MobyGames). Level building, lighting, tool and pipeline development, mocap cleanup, render farms — if it needed making or optimising, I probably did it. The games on this site are what making my own looks like.

How I got here

I've been on the internet in the UK since the dial-up days: Usenet, Gopher, 56k modems and a fistful of Perl scripts to make it work. Back when picking up the phone was a denial-of-service attack.

Outside the games industry, I've worked in systems: LAN administration and IT management through the nineties, Android development, and now database and integration work at city council scale. The current workshop spans KiCad and PlatformIO for electronics, Python, C and Java for software, and a 3D printers for making the things that don't exist yet.

This site is static HTML, hand-rolled CSS and a background canvas — no frameworks, no trackers beyond a self-hosted counter, no cookies. The games are vanilla JS on canvas. I'd like it to still work in twenty years, on whatever hardware survives. Ideally without downloading half the internet to find out which version of a button it needs.

-Rich