Alex Tuckett

Programmer, Technical Artist, Game & Web Designer

About

Alex has spent 13 years in a dedicated pursuit of learning one thing. Game Development. After briefly working in the commercial games industry as a Technical Artist. He left to focus on creating his own games. The majority of his time is spent diligently researching, designing and developing a variety of games and tools to help support Redefinition Games as it moves forwards. He has also worked with a number of other independent game developers, helping them concept and develop their own games. His current goal in the game industry is to create unique games, and to bring back a little bit of integrity into the games industry.

Game Credits

  • Super Mega Jump 3D

    Super Jump from platform to platform! Shoot octahedrons with Mega Weapons! Watch your step and mind the gaps!


  • The Maze - Keeper Of Doom

    Find the key and escape the hedge maze. But beware! Things are a little relaxed in this maze. A little TOO relaxed.


  • The Very Organized Thief

    You are a thief. A very organized thief. THE Very Organized Thief! A short game that is available to play in browser and on PC, Mac and Linux. It is designed to be neither easy or hard and slightly different everytime you play.


  • Chance

    You've got 60 seconds! Know your chance, pick your door and make your way through 60 seconds of sandy floors and doorways! Else meet your fate!


  • Minotaur Maze

    Minotaur Maze is a game using procedural generation to create unique mazes everytime you play. How big are the mazes? You get to decide!

Latest Posts

  • We can rebuild it.

    It has been quite liberating to take a sledge hammer to everything we’ve worked on and rebuild it. Going over all the questionable decision making and surprisingly creative solutions that have come about has been in it’s own way fun. It’s also been horrible looking at how long ago some of this code was written, and remembering all the things that happened around the time of it’s creation.

  • May 2016 Summary

    Now this is really late! Last month I spent time on refining our combat system, adding new features to give us better control and solving a few problems around using an IK System. The goal being to let the player be able to see their entire body whilst performing actions, like shooting. Because a number […]

  • April 2016 Summary

    It’s been a pretty busy month! And this post is late! But it has been by far the most productive, making some pretty big leaps forward which is why it’s been a little quiet from us lately. There hasn’t been a developer diary for a while, but one should be coming soon! So last month […]