Tony Warriner (born 19 October 1968, Malton) is a British video game designer, programmer and co-founder of Revolution Software.
In the same year he got a job at Cecil's Paragon Programming, where games from US publishers were converted to European platforms.
For their first game he wrote an innovative engine, called Virtual Theatre, which enabled the gameworld to be more active and dynamic than was previously possible.
It was followed by a string of other critically and commercially successful adventure games, including Beneath a Steel Sky, the Broken Sword series, In Cold Blood and Gold and Glory: The Road to El Dorado.
[2][3] That job was at Artic Computing, a company where Charles Cecil, upcoming co-founder of Revolution, had already been working for a couple of years during his studies.
Warriner lived close to where Artic was based (Brandesburton, near Hull) and, about seventeen years old, he had sent in his game for consideration.
His next game, which he wrote together with Adam Waring, was Ultima Ratio, a vertical scrolling arcade shoot 'em up, set in space above the earth.
The arcade adventure is set in a mystical world of ghouls, spells and wizards, in which the player must find the lost key of darkness and descend to the deeper dungeons.
David Sykes, who would become co-founder of Revolution, was his fellow programmer at Bytron, where they worked on a system to replace the strips of paper that were used in the towers at airports.
The typical Virtual Theatre features shown in Lure of the Temptress were scaled back in Beneath a Steel Sky, as they were hard to design for and more suitable to RPGs.
[19] The cinematic Broken Sword games included more scripted events, cutscenes and parallax scrolling, as well as a new user interface and a conversation system with subject icons that didn't reveal what the main character was going to say.
[21][22] The sequel included an Easter egg for the first time in Revolution's games,[23] and a couple of years later Warriner revealed that the port of Broken Sword: The Shadow of the Templars to the Game Boy Advance would include – unlike the PC version - an Easter egg as well.
[27] Unlike some other companies, they had deliberately waited to bring Broken Sword to 3D until they felt that they got the quality they wanted.
For Broken Sword: The Sleeping Dragon he received together with Cecil, Steve Ince and Neil Richards a nomination for Excellence in Writing at the Game Developers Choice Awards 2004.
[30] In 2006 the fourth episode of the series, Broken Sword: The Angel of Death, was released, for which Warriner was credited for additional design.
[31] The Directors Cut of Broken Sword: Shadow of the Templars includes another Easter egg, showing a room from Beneath a Steel Sky with one of its characters (the robot Joey) and the spaceman from Warriner's first game (Obsidian).
[35][36] The campaign updates included a video in which Warriner and Cecil talked about the game's characters and feedback.
[43] Once asked about which of his games he was most proud of, his answer was that it would probably be Beneath a Steel Sky, as it was hard to do with very limited resources, and achieved a minor cult status.