Past projects

I have created plenty more projects in the past, from tiny tools to complete sites. Most of them have never seen the public and are lost. However, a few projects I have kept and were able to write post-mortems.

SellerCompass.com


SellerCompass was a shopping feed management application, helping merchants to create and optimise feeds for marketplaces like Google shopping or Amazon products. I developed this in 2012 as a Shopify plugin, and my plans are to create a stand-alone service.

More about SellerCompass here.

PadelFans


Social networking site for players of Padel. Built in 2011 when I moved permanently to Madrid, it got a bit of traction and was used by a Padel tournament organiser to recruit players.

More about PadelFans here.

CodingQuiz


Online skill assessment and recruitment platform. Built in 2010. It enabled recruiters to create online coding interviews and invite applicants to participate. Included auto-evaluation of questions and on-the-fly compilation of code.

The CodingQuiz postmortem can be found here.

Levelfactory - mobile games


Between 2003 and 2004 I developed mobile games for the J2ME platform. It started in 2003 where I got together with the organiser of the “Bitfilm Festival” to create an advertisement game. Later, together with a friend, I developed further titles, most prominently an adaptation of an 80s game classic named Paradroid.

Find the LevelFactory post-mortem here

The lost ones…

If I remember correctly, my very first program that I fully completed was a text adventure that I submitted to a PC magazine (but didn’t get accepted). In my teenage years, I did mostly game programming (a fun time, programming in Basic and Assembler). Later, an MS Access application for authors to train and improve their writing style. A rapid GUI prototyping framework. A language learning app. Etc. I don’t have anything left from those projects, which is unfortunate because I think I would enjoy that nostalgic feeling of seeing those attempts at programming. This is the curse of growing up in a digital world (pre- Github, pre-blogging, pre-cloud storage). The artefacts don’t last, or if they did, the machines to execute them have disappeared (for example it’s almost impossible to run my mobile games, after only ten years of developing).

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