About

I have a lot of experience in mobile game development, particularly with high-end 3D mobile hardware.  Back in 2004 I did a port of ZooCube to a Samsung VC01 handset which was showcased at the Game Developers Conference (Mobile) as one of the best mobile games around.

Broadcom liked this so much that they commissioned me to develop a racing game for a new handset.  This turned out to be Killer Edge, which was inspired by Mario Kart, SuperSprint, and Roadrash – all great racing games from the past.  Killer Edge was showcased at Mobile World Congress in 2005 as a cutting edge 3D mobile game.

Nvidia liked it so much that they commissioned me to port it to their platform and then they showcased it at Mobile World Congress in 2006.

I then ported it to the Antix mobile game platform which ran on the Motorola Z8.  Motorola liked it so much that they showcased it at Mobile World Congress in 2008.

In 2009 I started doing this project because I wanted to learn iPhone development and I had a little spare time on my hands, and because I was a little disappointed by some of the driving games I had seen, particularly with the number of cars, and the car to car bumping/battling.

I also do a lot of consulting work in mobile game marketing, business and strategy and I see this as a big experiment where I can learn a lot about the iPhone business, and when I do I will be happy to share it with the development community.

Thanks for visiting.


Nalin

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