The Fully Illustrated Blog

Wulverblade Reveal

December 21, 2012



Well, you’ve all been waiting very patiently over these past few months while listening to me harp on about ‘THE GAME’ and now, after quite some time, I’m revealing it…albeit in the form of a teaser.

Ladies and gentlemen, boys and girls, may I present to you, Wulverblade! (Select 1080p HD!)

So, you’ve been asking for the name, you now have it. You’ve been asking about the art style, you can now see it (EVERY element of that trailer is made with in game assets) and you’ve been asking about the genre…which if you’ve been following me on twitter, chances are, you’ve guessed it…a classic side scrolling hack’n’slasher!

But this will be no ordinary side scroller, oooooh no, Wulverblade is going to be truly cinematic in every respect.  The game is being illustrated, animated and built in glorious 1080p HD! It will be adorned with breathtaking cinematic cut-scenes presented in tandem with a truly epic soundtrack and full voice acting throughout.  I aim to level up on everything I’ve ever created with Wulverblade.

The core underpinning of what will make Wulverblade special will be its attention to detail on EVERY level. The story is so deeply routed in British history and folklore that it draws on historical fact, historical theory and truly breathtaking classical folk stories.

Its coming to PC (and if the gods are with me, Steam), iOS GameDock, iPhone and iPad, and last but not least, Mac.  Prep yourself for everything I have ever dreamt of making!

And just in case you need any links…

Last but not least, a quick thanks to the amazing chaps at Verbal Vigilante for scoring the trailer (and the rest of the game) and to Noni Lewis for her superb voice acting!

Keep watching for more info soon!



Fully Illustrated’s Big Announcement…

July 30, 2012


Well, a few weeks ago via Twitter, I declared that I had some big news to announce, and now I can finally spill the proverbial beans!

As all of you will know, games are my single biggest passion and have been for as long as I can remember.  I live them, I love them and I’ve always wanted to make them!  Now, after many years of working with some of the worlds greatest Indie’s, they’ve finally rubbed off on me and I’m diving in to join them!  That’s right; I’m officially working on my very own game as a true Indie developer!

So how does that work?

In conjunction with the development of the amazing new iOS Game Dock, Fully Illustrated has commissioned Cascadia Games to be the programming powerhouse that brings my dream game to life!  As part of the Game Dock’s Kickstarter campaign, their highest funding option ($10,000) included the glorious perk of getting your game made for the Game Dock! Now, as Cascadia are a client of mine, I had the chance to talk to Chris Jorgensen (founder) directly about exactly what was possible.  It turned out that my dream game, the game that has been toiling in my creative mind for decades was going to be achievable! This was just too good to be true!  Couple this with the fact that my game is going to be playable with an actual physical joypad rather than ‘just’ touch controls makes all this simply perfect.

Fully Illustrated has been squirreling away funds for years in the hope of getting enough cash together to fund a kick ass developer to realise my dream.  So when all this came together, and was within my small budget, I was little short of teary eyed.  Actually I was running around like a headless chicken for about 5 days out of pure uncontrollable excitement.

So what’s the game? Can you tell us more?

In short, I’m not saying too much right now, but that’s only to allow me chance to copyright and trademark everything first. I’m going to be launching a dev blog to cover this game from sketch through to release, so you can expect a very candid and open display of the development throughout.  I want this to project to be quite a social experience, so you can expect no stone to be left un-turned.  I’ll even be covering the costs and sales figures once launched (if there are any ;)

As an indication of what to expect though, I’m going to say this. This game is going to be the realisation of a dream, so you can rest assured that this is going to get every last drop of my creative ability and passion. I will make this my greatest work to date, that I can promise.

As far as what I can give away about the game, there are a few things I’ll say now. The game is going to be set in Britain, in a time way before the Roman’s invaded and will be mixed in with a touch of fantasy and old British folklore.  I want this game to have a very gritty and old English feel to it, something that I’ve never seen in any other game. Imagine the visual intensity of open misty moorlands, driving rain, blistering cold and sprawling eerie forests. This country is stooped in myth and magic that spans thousands of years, and I want to grasp the essence of that!

What about the gameplay mechanic?

I don’t want to give this away right now, but if you look at the rough concept image at the top, I’m guessing you can work out the basis pretty easily ;) It’s going to be retro, very retro indeed.

When’s it coming? How will it affect your normal work?

Dates wise, I’m working on it right now in my spare time, and have dedicated November 2012 – January -2013 to work on it full time. Its got a very loose release date of March 2013. So besides that couple of month window, I’ll be taking work on as normal :)

Ok, that’s a fair old amount of babble there; I’ll draw this to a close.

Watch this space over the coming months when I announce more information and launch the dev blog. I hope you’ll all wish me luck as I step forth into realising my lifelong dream…its as scary as it is exciting!




Daytona USA Arcade Restoration – A Personal Project

December 5, 2011

Hey Everyone,

As you’ll have heard via twitter on and off for the past 6 months, I’ve been restoring a classic Sega Daytona USA arcade machine in my (limited) spare time.  I’ve become obsessed with arcade machines this past 4 years and my collection has grown from none to 5 in pretty short space of time…its damn addictive!  My two main machines were covered in previous blog posts, but more recently I’ve picked up 3 ‘dedicated’ cabs, Mortal Kombat 2, Killer Instinct 2 and Daytona.  The difference with my Daytona, as you’ll see, is that it was rather beaten up, and in dire need of some love and restoration.  With Daytona being one of the biggest selling arcade games in history, it stands to reason that this little workhorse has been beaten to within an inch of its life.

I’d never taken a project like this on before and it was all rather daunting to be honest, but I was determined!

My first job was to remove all the painted metal parts that were rusted, dented and corroding.  These battered parts were going off to a local steel workers to get shot blasted and powder coated back to their original shiny black…very exciting! Lots of folks bling they’re Daytona cabs turning everything to polished steel or chrome, but I wanted to go back to basics and return this beast to its original self.

The bits came back looking beeeeeeautiful and this was a very inspiring moment as I could see just how perfect I could actually make this machine!

Next was the time consuming, but very easy part. Scrubbing down, paint stripping, filling and re-painting! This took aaaaaaaaaaaages!  Look at the state of that paintwork!

After many, many hours of sanding and repainting (about 10 coats all in all) she came up looking factory fresh!

Now with this part done, it was time to get onto the damn scary part! sawing off the broken foot-well pieces and replacing them with new ones! This was a MASSIVE undertaking, as if I got this wrong, I would have basically sawn off a large chunk of the machine that could not be replaced…it had to be done with clinical precision.  Now, as I’m not a carpenter, I realised that cutting the replacement pieces was, well, beyond me. So I decided to turn to what I know…a computer! With a little (well, a lot) of measuring and template creating, I drafted up a mm perfect CAD drawing of the pieces I needed. With these done, I contacted a local woodcraft company and had them CNC cut. Oooooooooh this was getting technical.  Bizarrely, they came back PERFECT! And fitted like a glove. So with a bit more work (chiselling, sanding, screwing, hammering) I got them fitted.

I genuinely couldn’t believe that I managed to pull all this off, especially as 99% of this was being done for the first time with no prior experience! She just needed painting, polishing and then to have her lovely new rubber matting attached. Oh, and to screw back on all the stunning powder coated metal parts!  Wahooooooooooo!

With all that done, I then stuck on the brand new t-moulding (imported from the USA) around the edges, did some paintwork re-touching on the side art (that bit actually took an age!) and she was finished!!!!

And here she sits alongside my other two dedicated cabs!

This project was epically enjoyable and I already want to do another :) I just want to say a massive thanks to all the kind chaps over at for all their tips and advice, as I’d never have managed this restoration without them. Cheers guys!

In early 2012 Fully Illustrated is moving into a new little studio where these three cabs will be joined by my other two and the whole family will be complete! Joyous times :)

I know this post isn’t really related to design, or illustration, but it’s totally related to what inspires me and makes me tick, so I figured some of you may enjoy it :)



P.S. The side art in these pictures looks really faded, but its due to it being fluorescent orange and I couldn’t for the life of me photograph it without it looking odd.


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