When I was a youngster in the late 1980s, I formed an Amiga game dev team with 2 friends.
Before making games, we started by trying to sell game music that used minimal RAM, made with our music editor SIDmon.
To promote our game music, this energetic music module was composed by our musician Ramon Braumuller. The file, including tiny sampled sounds, is only 22 kilobytes.
@darth The fourth member of our small Amiga game dev team migrated to the UK to work on several Worms games: Pieter Opdam. After his move he changed his name to Peter.
In early 1993, Commodore hadn't released hardware specs for the new AGA Amiga computers. So me and my game dev partners decided to create a demo trilogy, using self-discovered AGA chipset features.
The second demo was called 'Mindwarp', and I still love to listen to our music composer Ramon Braumuller's 4-channel soundtrack.
Around 1990 I was among the first game devs in the Netherlands. Back then our small team was interviewed on national television about our Commodore Amiga game Hoi. Young as we were, we were clearly nervous. 😅
I remember having a pinball competition with Jon Hare. We were there as the #TeamHoi game devs, demonstrating our puzzle game Clockwiser. Good ol' times.
I used to be a game designer and pixel artist for 16-bit games.
Here are some screenshots with my graphics for our games Hoi (Amiga, 1992), Clockwiser (Amiga, CD32, MS-DOS, Windows, 1994) and Moon Child (AGA Amiga, 1994, Windows, 1997).
In 1992 our Commodore Amiga platform game Hoi was released worldwide on two 3.5 inch diskettes, but as the US-based publisher didn't pay the royalties, we decided to release an AGA chipset remix for free in 1993.