Zoonami people

Martin Hollis

I worked for Rare from 1993 to 1998, beginning on the arcade fighting game Killer Instinct. I led the development of the Nintendo 64 first-person shooters GoldenEye 007 and Perfect Dark, and became head of software development at Rare. In 1999 I joined Nintendo Technology Division, consulting on the development of project "Dolphin", which became the Nintendo GameCube. In 1999 I left Nintendo to set up Zoonami.

[Martin Hollis]

[David Jones]

David Jones

I've been a programmer at Zoonami since 1999; before that I funded my games-buying habit writing memory-management and web-indexing software. At weekends I like to escape to the peak district to go climbing.


Edward Sludden

I am an artist who works at Zoonami. I graduated from an Art School in Dundee, and before that I studied Psychology at Stirling University. I have worked on backgrounds for the videogame Conker's Bad Fur Day.

[Edward Sludden]

[Gareth Rees]

Gareth Rees

I joined Zoonami in March 2002 as developer and game designer. In my career as a software engineer, I've projected the population of Swansea, simulated the retina of a newt, researched programming language semantics, written interactive fiction, implemented a JavaScript compiler, built web sites, tested televisions, travelled the world as a consultant, and been owed money by bankrupt dotcoms.


Paul Hankin

I joined Zoonami in January 2000, shortly after the company was founded. Before that, I spent a brief and disappointing time at Microsoft Research, in their programming language semantics group. An old-school gamer and programmer, I'm glad to have found a job where my skills are appreciated. Away from work, I've reached a high standard of competence at bridge, go, backgammon and poker, and play squash and badminton for fun.

[Paul Hankin]

[Richard Tucker] Click to enlarge thumbnail

Richard Tucker

I joined Zoonami as a programmer in 2000, having previously worked in natural language processing (NASA considered putting our software in an intelligent floating ball aboard the space station). Writing games is much more rewarding, and it's a small company so we all have creative input. Outside work I watch fewer films than I'd like (there's a Cambridge Film Festival every July) and struggle to overcome my disturbing addiction to Phantasy Star Online.