I'm a professional game developer from Wakefield, England, working for TickTock Games.
I'm a married father of five and I am also the director and lead programmer of Retroburn Ltd.
Martin 'Bytrix' Caine
Father. C++ Games Programmer. Cyclist. Guitarist.
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Monday, January 20th 2014 / Blog
See that cool looking banner there on the left showing that awesome Tron inspired light cycle game Positron? Well I've been working on the game in my spare time for the past two years and It's finally nearing release!

I could really use your help in spreading the word about the upcoming PC demo which will be released on February 1st 2014.

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Wednesday, February 27th 2013 / Blog
I see hundreds of developers these days using the 'Indie' label and personally I feel they're creating confusion by grouping themselves with much more established studios with much higher production values. It's something I've been wanting to comment on for a while and here I'll state my personal opinion and I ask those reading to comment if you agree or disagree with what I have to say.

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Monday, July 23rd 2012 / XNA
This past weekend I've been working on optimizing my game Positron for release on Windows Phone 7. I found a few major flaws in the rendering which I fixed and meant that performance increased drastically, so much so that I can now render the game at full 800x480 resolution (was previously rendering to a reduced resolution of 500x300).

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Thursday, January 12th 2012 / Blog
This year I'm really pushing my Indie Games Startup (Retroburn Game Studios) and I'm planning on attending all of the networking events and conferences that I can.

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Thursday, June 17th 2010 / XNA
I've been thinking for a while that I need to go back to my XNA BSP Processor / Importer to optimize the output a little more and my current focus is optimizing the patch meshes in the BSP. We use NetRadiant to create our game levels in BSP format (and for our track builder I export each piece as an individual BSP then convert it into a mesh since I'm not really a modeller but I'm pretty good with level editing tools).

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Tuesday, June 15th 2010 / XNA
Here's a preview of my latest XNA project, a new track builder game for Xbox Live Indie Games. The screenshot here shows a view of the track in free-view mode after creating the track in-game. The aim of the game is to create your own tracks, set fastest lap times and share them with other people on Xbox Live!

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Tuesday, May 4th 2010 / Blog
For those of you out there who are Twitter users I have three accounts on there which I try to regularly keep updated (ok, not so much yet but I do plan to update them more often).

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Monday, April 26th 2010 / XNA
For those of you who don't know, I've long been interested in game development and it is my intent to become a professional games developer in the near future.

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