Paradroid
1985 · Hewson Consultants
A thinking man's shoot-em-up. Control a lowly droid and take over increasingly powerful robots via an ingenious circuit-combat mini-game. Won the Golden Joystick Award and scored 97% in Zzap!64.
Graftgold · 1983–1998 · Stroud, Gloucestershire
The programmer who wrote Paradroid in his spare bedroom
and delivered one of the finest games ever made on any platform.
Andrew Braybrook is a British game programmer who, working through his studio Graftgold, produced some of the most celebrated titles of the 8-bit and 16-bit era. Founded in 1983 with co-founder Steve Turner in Stroud, Gloucestershire, Graftgold operated as one of the smallest and most productive studios of the period.
Where other developers leaned on teams of artists and musicians, Braybrook frequently designed, programmed, and composed his games single-handedly. His development diaries, published in Zzap!64 as he worked, gave readers an unprecedented window into the creative and technical process — pages of pseudocode, flowcharts, and honest accounts of dead ends and breakthroughs. They remain some of the finest primary documents of the C64 golden age.
Read more in the full studio history or explore the complete game catalogue.
1985 · Hewson Consultants
A thinking man's shoot-em-up. Control a lowly droid and take over increasingly powerful robots via an ingenious circuit-combat mini-game. Won the Golden Joystick Award and scored 97% in Zzap!64.
1986 · Hewson Consultants
Reportedly written in six weeks, Uridium is a technically staggering horizontal shoot-em-up with Rob Hubbard's iconic SID theme. Its influence on the genre was immediate and lasting.
1992 · Renegade Software
A bold change of direction — a lush Amiga platformer starring Cool Coyote, with music by Jason Page. A remarkable late-career pivot that showed Graftgold could do far more than shoot-em-ups.
Between 1985 and 1987, Andrew Braybrook wrote a series of development diaries for Zzap!64 magazine — first for Paradroid, then Uridium, then Morpheus. Each ran across multiple issues, covering everything from initial design sketches to final optimisation passes.
They are unusually candid documents. Braybrook describes what went wrong as readily as what went right, explains his technical decisions in accessible terms, and shares the experience of building a commercial game under deadline in a way that few developers of the era ever matched in print.
Archived copies are available via zzap64.co.uk and archive.org. See the Interviews page for a full listing.