Profile image of neilharding
Flag of Mexico San Ysidro, Mexico
Member since May, 2012
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Online Offline
I've been programming for 30 years, and have wide range of experience from assembly language through C++, Java to Python.
$15 USD/hr
1 review
  • 33%Jobs Completed
  • 100%On Budget
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Recent Reviews

  • image of careerguide15 Assembly Language $80.00 USD

    “He is a wizard of programming can even learn new things and implement them with the same cooperating and very can do anything and everything in programming languages.”



Oct 2011

Squisher - PC The Hutter Prize is a competition set up to advance the state of AI by losslessly compressing a 100MB selection of Wikipedia data. I am currently finshing my entry to the competition, and it uses several new techniques that have not been used before (I've developed 3 new techniques one of which is probably general enough to be worth patenting.) Journal of the Earth - Web & Kindle I've been doing

Senior BREW developer

Jan 2010 - Sep 2011 (1 year)

Android on Brew (Broid)Unlike the system I developed for Javaground which converted the Java code into C++ code, I wrote a JVM to run the Android's Dalvik bytecode, this was developed entirely from the specifications so that it could remain closed source. It ran a modified version of the Android Operating System, with some features removed due to memory constraints on the target platform. I had to modify the Android Java to Dalvik code generation since I wanted a single kernal file where I could remov

Senior Staff Engineer

Jan 2006 - Jan 2010 (4 years)

Java to Brew converter. As part of Javaground's porting tool I wrote the Java to Brew converter. The porting tool, allows you to write an application for a standard J2ME device and the wrapper methods take care of the bugs (this is done at compile time for Java and runtime for Brew, since there are charges for each individual charges on Brew.) I take in unobfuscated Java bytecode, and convert it to C++ and generate a makefile and compile it and return a binary file for the phone, and a Windows DLL,


Apr 2004 - Oct 2005 (1 year)

Sports Illustrated Triva 2006 Rather than producing a baseball specific version of Football trivia it was decided to produce a more general sports trivia game. Sports Illustrated Football Trivia A quiz based game where the sequence of answers you give result in a play of a simulated football (US Football) game. It can download additional question packs. The game was wrote so that the sport it modelled could be replaced by changing a single class, a version based on baseball was produced. Bytecod


Jan 2004 - Apr 2004 (3 months)

F-18 Strike Eagle I was asked to update F14 Tomcat to F-18. There were changes to the way the cockpit was display using 3 panels for display, wind effects were added on landing, and land based missions were introduced.


Aug 2001 - Feb 2002 (6 months)

M&M's Party F14 Tomcat was developed by Virtucraft for Majesco. They asked if Virtucraft would be willing for me to help ensure M&M's Party was completed in time, but that wasn't possible so I offered to help as a contractor. I wrote the GUI (the front end of the game, menus and so on) and also sorted out the multiplayer code due to my experience with F14.


Jan 2001 - Jul 2001 (6 months)

F14 Tomcat Conversion of the Super Nintendo game Turn & Burn. One of the first games to implement multiplayer communications apart from Nintendo's own titles, and allowed 4 players to play in head to head battles. The game runs at a steady 60 FPS and implements all of the features from the original. There were a number of changes made to the design at the end of the development for extra features not present on the original. I worked with Dan Kitchen (one of the original people responsible for


Jan 1996 - Oct 2000 (4 years)

Sonic 3D Blast - Sega Saturn, PC Probably the most significant of the titles I've worked on. Normal game development takes around 12-18 months for a high end platform, but the Sega needed the Saturn version fast as they had promised a version of Sonic for their new system. After the June CES show (main trade event where buyers work out which titles to buy for Christmas), Sega approached Travelers' Tales and asked them whether it would be possible to produce a vers


Feb 1995 - May 1995 (3 months)

Research & Development for 3d game engine. It was isometric landscape with deformations, and could be rotated to any arbitrary angle and scaled.


May 1993 - Nov 1994 (1 year)

Prime - Sega Game Gear This game was based on the comic published by Malibu Comics. I was very ambitious when I wrote this as I had found by accident a feature of the system which wasn't mentioned in the manuals. I checked with Sega that it would not be a problem to use it and they agreed. I had found a way of doubling the size of sprites, but at a cost of resolution (they appeared chunky). Since the game was going to be played on handhe


Oct 1991 - Apr 1993 (1 year)

Rad Mobile - Sega Master System An attempt to get a first person perspective driving game on the Sega Master System. When I started the project I made notes and explained that due to limitations of the system that the road would not have any perspective correction as that would be incompatible with using the characters to provide roadside objects. When the project was almost complete the testers complained about the perspective correction and it was implemente


Aug 1991 - Jun 1989 (1 month)

The Spy Who Loved Me - Commodore 64 This game was based on the James Bond film of the same name and was developed for the C64, along with the ST and Amiga versions. This was my first game on the C64, and I had to write a sprite multiplexor (interrupt driven routine that allowed you to reuse sprites and get round the 8 sprite limit). The game was a cut down version of the ST/Amiga version and just featured game play similar to Spy Hunter (you drive your car from a top down per


Oct 1986 - Aug 1987 (10 months)

Hyperbowl (aka Blastaball) - Atari ST First game on the Atari ST to use omnidirectional scrolling. This game was a conversion from the Amiga game, no access to the original source code was available. Special features, by using preshifted character sets it was possible to get scrolling in all directions at a high frame rate. In addition the game also used collision masks which meant that almost pixel perfect collision was implemented. The collision was actually 2 pixels rather


Oct 1986 - Jun 1989 (2 years)

Vindicators - Atari ST , Commodore Amiga This game was a conversion from the Arcade title. I joined the company about a month after they had started the other versions of this game for the 8 bit home computers and they needed it completed for the same deadline as those versions, even though I had to complete two versions. I actually managed to get the game completed before any of the other versions were finished, although that did involve working 100 hours str


Jun 1984 - Sep 1984 (3 months)

Mini Office 2 Database. Atari 8 bit, in assembler, part of an home office suite.


Jun 1983 - Sep 1983 (3 months)

Various Games in Basic/Code for Atari 8 bit, Vic.


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