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Name: Samuel S. Nova
Born: 1st of September 1970, Denmark.
Living in: Switzerland
E-mail: sam@novalicious.com
ICQ: 10492074

Novalicious is a company that I founded when I moved to Switzerland in 1999. The reason why I started Novalicious was because I planned on working as a freelance games programmer. I have been programming games professionally since I finished my education in 1992, but my interest for games and programming goes back to 1981/82 when my dad bought a Sinclair ZX81, then later Commodore C64 and Amiga.

I would say I first really joined the games business back in 1992 where I together with some of my friends started our own company in Denmark, called Brain Bug. At that time I was still rather 'green' regarding games development so most at the time at Brain Bug was Research & Development for me, and damn I learnt a lot, things that I still uses today.

The first real game project I worked on was, Super Star Wars, I had to port it from Super Nintendo to PC. It was my first real project and I faced many problems, but eventually I managed to do and quite impressive and improved PC version of it, which I am still quite proud of today. Unfortunately, Lucas Arts decided not to release it.

In 1995 Brain Bug was bought up by Softgold and the whole team moved to Germany to start working for them. My first job at Softgold was to do some R&D on the Playstation to understand what this hardware was capable of, during me research I converted a PC title named: VidGrid to the Playstation. Unfortunately the project was turned down by Sony. I also spend a lot of time working with compression on the PC, including image and movies.

After some time in Germany, I decided to move on and moved to Ireland where I joined Funcom Dublin. I stayed there almost 3 years and most of the time was spent on working on Championship Motocross featuring Ricky Carmichael. The game got published by THQ in 1999, just after I left Funcom.

From Ireland the trip went to Switzerland, and then Novalicious was born. The very first project I got was MicroMachines V3 for GBC. All programming was done by me except from the menu system (Same system as on the consoles) which was done by Manfred Trenz. The game was developed for THQ and released in 2000. The next job came shortly after finishing MMV3, I got a call from one of Funcom’s producers asking me to join them for 5 month to help working on CMX 2 (Championship Motocross.... 2), which I did. After the project was done I went back to the family in Switzerland and started on another project for a good friend of mine who had his own small games company in Denmark. The game was “American Tail Fievel's Gold Rush” for GBA, which got published in 2001 by Conspiracy Entertainment. After finishing Fievel, I scored my next job, a short time contract deal with DarkWorks. My job was to assist some help on the Playstation version of Alone In The Dark 4, mainly with some compression methods.

In 2001, I moved into another area in games business, mobile gaming. I did some contract work for THQ / Siemens where I implemented a GameAPI for Siemens’ very first Java phone. I designed and implemented all the native code, with support from Siemens who took care of the Java interface.

Later, I got contacted by Jürgen Goeldner who just founded Mobile Scope while I was working on the GameAPI. I decided to join Mobile Scope a few months later.

I worked at Mobile Scope as Technical Director. At the very beginning I worked as producer/coordinator on a few titles, and then my role changed as the company grew. Here I was in charge of the technical issues regarding development and helping internal and external development teams. I was also working on full game titles, either as single programmer, lead programmer or helping programmer. Some of the titles I was involved in that I'm proud of would be: IonHawk, Wizardry & a racing game to be released in 2005.
Mobile Scope was bought by In-Fusio early 2005.

I decided in 2005 to join Nephin Games. So I left Mobile Scope / In-Fusio but stayed in touch with many of  the people there. So early August 2005 I went to Ireland (again), this time to Galway to meet the people at Nephin. The main reasons for this move was that I during the last 3 years had been talking to the CEO (Alan Duggan) at Nephin for 3 years and had a good feeling in what directions he wanted to take games, and it was one that was appealing to me. This together with a small company and good business plans made things easy. I was still working on mobile phones at Nephin but will also get involved with the server side of the games. To reflect my main area my title while I was at Nephin was 'Director of Development - Devices'.

Mid 2006 I decided it was time for a big change in my working life, was time to leave game development for Mobile Phones (it was driving me insane). So after lots of thoughts and talks I departed Nephin Games and went yet again freelance. Hard to say if it can be called freelance as all my work so far have been for/with a very good friend of mine (Bob Koon) who is founded of Ziggurat Interactive. I have so far been involved with a game for the HyperScan console from Mattel and also a handheld game.

 

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