Game-Development Videos
The early archive contains game-making demonstrations as well as later game reviews and gameplay. These examples expand the title-level sequence in the 2015 source catalogue with observations from the actual screen recordings. They establish visible project work and tutorial presentation, not professional employment, wholly original code, commercial publication or a completed game.
October 2015: redesigning a Space Invaders-style project
Section titled “October 2015: redesigning a Space Invaders-style project”The source labelled Creating space invaders game on XCODE 7 macbook air visibly alternates between code and interface design. At 00:01:20, Xcode shows movement and projectile-related code. At 00:05:31, the storyboard contains a ship graphic, a projectile and start/shoot controls on an orange background. At 00:10:43, a browser displays a pixel-art image search; at 00:15:04, the project view has a star-field background behind the ship. This is a visible asset-and-interface revision sequence, not evidence that all the code or artwork was created from scratch or licensed for redistribution.
October 2015: a zombie-game development update
Section titled “October 2015: a zombie-game development update”The My iOS game on xcode on macbook air — development update recording shows an iPhone simulator over Xcode. At 00:20, the simulator contains pixel-art zombie characters, a tank, steering controls and a start button. At 01:05, the same layout has characters in different positions and no start button. These AI-inspected screen samples add a different project format to the Space Invaders-style interface above; they do not establish who drew the assets or whether the software works correctly.
The 00:00.818–01:13.613 machine passage contains a first-person project account about revised zombie artwork, walking animation, tank collision, a game-over condition and a restart bug. This points to discussion of unfinished behaviour within a development update. The account is attributed to this exact recording; no named speaker or sole authorship is established here.
December 2015: a survival prototype
Section titled “December 2015: a survival prototype”My new game on xcode 7 macbook pro shows another Xcode-and-simulator layout. The AI-inspected 00:25 and 00:55 frames contain magenta block scenery, left/right controls, sleep, build and inventory labels, and hunger, happiness, energy and warmth values. The values differ between those two samples. This supports a prototype-screen description without establishing a completed game or the correctness of its survival rules.
The 00:00.922–00:59.688 machine passage describes the blocks as placeholder artwork and presents a survival loop involving the four attributes, sleeping, a bed and a fireplace. That candidate design account distinguishes the recording from the jumping-platformer lessons below. Alternate archive listings sharing the native video ID are treated as one source example, not additional projects.
December 2015: two platformer lessons
Section titled “December 2015: two platformer lessons”The part 1 recording starts with a mostly empty storyboard in the 00:00:52 sample. At 00:03:36, an Objective-C header is being edited; at 00:06:59, the storyboard contains a small coloured rectangle above a matching floor strip and a jump control. The 00:09:49 sample shows jump/falling-related code. The frames substantiate a simple platformer construction lesson, but do not test whether its physics or code are correct.
The separately preserved part 2 movement continues the same-looking rectangle-and-floor interface. At 00:00:42, a left control is being named; 00:02:55 shows a movement-timer code edit. The 00:05:40 simulator view includes left, right and jump controls; 00:07:58 returns to the storyboard and its button-event connections. Together with the two part labels, those shared visual elements establish a connected tutorial pair, not merely two unrelated programming titles.
Relationship to the later HIMR game
Section titled “Relationship to the later HIMR game”The archive-labelled January 7, 2022 Getting Ready To Leave Manchester provides a later project-account lead. At 00:36:42.641–00:36:48.895, its machine transcript describes moving from Xcode to GameMaker Studio. At 02:26:42.729–02:26:55.944, a separate passage describes a platformer with levels based on places from the narrator’s life, jumping and shooting enemies. These are source-attributed design statements, not proof that the game was finished or that it continued the 2015 codebase. The sampled raw frames in this long stream show a person at a laptop rather than a readable game screen, so they do not independently verify the described software or mechanics.
The Kent/Maidstone-era article separately documents the 2022 Patreon game-project posts. That later account should not be read as proof that these 2015 projects became the same game or that development continued without interruption. Likewise, the drawing and painting videos are a separate recurring creative format, not evidence that every game asset originated in Daniel’s own artwork.