Information regarding Mr. Nick Reed
| Height - Merely One Nine-Hundred-And-Eighty-Sixth of a Nautical Mile | |||
| Weight - Tipping the scales at Forty-Nine-Thousand Scruples | Race - Human (oid (ish)) | ||
| Eye Colour - Opaque | Skin Colour - (see Eye Colour) - generally... |
| 1992 to 1995 | ![]() | Having finished all my A-levels and school-stuff mid '92, I headed on up to Trinity Hall College, Cambridge (England). There I spent three years wading my way through my Mathematics degree course, having a lot of fun (and meeting a lot of interesting people) at the same time, and finally completing the thing mid '95. | |
| 1995 to 1996 | I spent the next year working in the Administration Department of a Fruit & Vegetable Retailers (Mack Service) in Southampton, commuting daily from the Isle Of Wight. All my time there was spent performing various secretarial and admin. type jobs, but I did get a nice big sack of fruit and veg. as a bonus each Friday (better than it sounds... apart from the carrying it five minutes down to the ferry). | ||
| 1996 to 1998 | ![]() | Then having obtained escape velocity, I worked as programmer on various projects at a Southampton games software company, going by the name of Sales Curve Interactive (whose best selling PC games at the time I was there included Kingdom Of Magic, Gender Wars, S.W.I.V., XS Shield Up Fight Back, Carmageddon [a most excellent car racing/destruction game which I implore you to purchase immediately, along with its add-on pack, The Splat Pack], Frenzy, Spellcross & Carmageddon 2). | |
| 1998 to 2000 | ![]() | As SCi went about downsizing its workforce I, and a group of people I'd gotten to know from work, sailed off to the far distant horizon (Eastleigh) and started a new games company by the name of IO. It took us a little while to get some funding (doesn't it always for new companies?), but we did it and set about creating our (hush-hush) game, which was immense fun... and was, obviously, immense fun to play too! So, that was my time of being Senior Programmer on a cross-platform fun game... | |
| 2000 to 2004 | ![]() | After a couple of years of working on the project the company took a change of direction, more towards the mobile-phone industry, changing the company name to iomo in the process. As a result our big project fell to the wayside and we started lots of products, primarily for WAP- and Java-enabled phones. Working as sole programmer on quite a few of these games, I was promoted into the role of Technical Director, which was nice with the company developing and becoming as well-known and high-profile as it is. | |
| 2004 to 2007 | ![]() | Despite our success, the mobile market became harder and harder to work in as an independent development house, so near the end of 2004 we sold the studio to Infospace, who were looking at the time to get into the mobile games business. Unfortunately, the direction of their company changed after a couple of years and so, rather sadly, the iomo studio ended up closing down. | |
| 2007 to now | ![]() | Two new companies were set up by some of the employees from the old iomo studio - Finblade, which focused on mobile game development, and Metismo (of which I became the CTO), which was focused more on non-games related mobile technology. |
For more details of some of the things I've worked on at work or at home, check out my Code Stuff or Downloads pages.