Software (page 4)
27 Memory Lane
 
 
One of the 3D models in the game
One of the 3D models in the game
Insert Coin

This would’ve been a hit if it was ever finished. Insert Coin was a promising economical game with the player put in charge of a chain of coin-op videogame arcades in Poland.

What was unique about this game:

  • the idea and the historical realism I aspired for,
  • real-life information on over 1000 games and pinballs I gathered,
  • 3D models of arcade cabinetsImage to the leftI designed after carefully measuring real-life machines,
  • high resolution and true colour visuals (rarity at the time!)

Unfortunately, the whole thing fell through when I started studying at the university, but it allowed me to learn many different things.

1995-1997 Borland Pascal, assembler, 3D Studio, Autodesk Animator Pro

Blast from the past

My first programs released into public domain were dated 1993 and, naturally, had to do with games. They were three editors allowing to unleash more game potential or simply... cheat.

Interesting is the fact that even then I seemed to care greatly about user experience; each of the programs had a custom interfaceImage to the bottomcreated to resemble the actual game UI as accurately as possible.

Four years later I revisited the idea, creating a successful series of Windows-based Midnight Editors.

1993-1994 Borland Pascal, assembler, Autodesk Animator Pro

Stunt Track Editor and the first appearance of the typeface I unimaginatively called System Font
Stunt Track Editor and the first appearance of the typeface I unimaginatively called System Font
 
The friendly interface was one of the reasons of GamblerPack’s popularity
The friendly interface was one of the reasons of GamblerPack’s popularity
Gambler Pack

A program-database for readers of a computer games magazine Gambler, containing full cross reference of game reviews, tips, and other articles. Every issue of the magazine had the newest edition on an attached CD.

GamblerPack sported an interfaceImage to the leftI tried to make as user-friendly as possible. This

included live searching and filtering, custom contextual help system, and auto-resizing of interface elements. The general feel of the interface bears an uncanny resemblance to iTunes... but GamblerPack was released more than two years before it!

1998-2000 Visual C++, Photoshop