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Who are we?

We have a lot of experience

Gavin Wade has for over 37 years been developing computer games across a range of home computers and consoles, including:

Platform Native Game Development (Original titles and Platform Conversions)
Native iOS/Android Game Development (Original and Conversion)
Unreal Engine game development
Unity game development
Online Web Applications, including Corporate Web Site development
Interactive TV Applications

Previous clients include (but are not limited to):

Console Game Development:
Sega, Rebellion Limited, Stainless Games Ltd, Destination Software Inc., Elite Games

PC Game Development - Original Titles:
theChineseRoom, Ocean, Team 17, Mirrorsoft

PC Game Development - Conversions:
Ubisoft, Warner Interactive, Virgin Interactive, Ocean, Renegade, Team 17, Mirrorsoft, Eypx Inc.


Miraclestudios was founded in 2003 by Gavin Wade, an industry veteran with many decades of experience managing and developing interactive computer game products. Starting in the Mid-1980s he began creating original titles for the Sinclair ZX Spectrum 8-bit home computer, moving on from there to the Atari ST and Commodore Amiga, before becoming one of the most respected PC Conversion Developers of the 1990s, producing the PC version of classic games such as the Sensible Soccer and Cannon Fodder series of games, Chaos Engine and the award-winning US hit Chips Challenge, plus many more.

Aside from a significant focus on PC development, he had a very close relationship with Sega Europe developing concepts and prototypes for the Megadrive console, then the 32X and Saturn. (A prototype Saturn development kit nearly killed him!).

He published games for the original Nintendo Gameboy using bespoke development tools, before becoming an official developer, so developing for Gameboy Color and the Gameboy Advance.

From the mid-1990s he transitioned to 3D and C/C++ development (games until this point had been implemented natively in assembler) with development with the first 3d accelerator cards and the first 3D consoles, and the original PlayStation for which he converted the San Francisco Rush arcade machine (Midway).

Since then, he has implemented two 3D game engines for PC, the later including a Deferred Rendering pipeline and advanced geometry batching systems, before shifting focus back to gameplay utilising Unity and Unreal Engine.

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