The Minds Behind Novagen

People

Novagen Software was built around one man's extraordinary technical vision. Paul Woakes conceived, programmed, designed, and scored the Mercenary series almost entirely alone -- a feat of individual craftsmanship that placed him alongside the great auteur programmers of the 8-bit and 16-bit era.

Paul Woakes

Programmer / Designer / Composer -- Novagen Software

Paul Woakes founded Novagen Software in 1984 alongside Bruce Jordan, but from almost the beginning he was the sole creative and technical force behind its output. His background was in 6502 assembly language, the low-level machine code of the Commodore 64's processor, and he pushed that hardware further than almost any other developer of the period.

The achievement that defined his reputation arrived in 1985 with Mercenary: Escape from Targ. Woakes had written a complete real-time 3D wireframe engine in 6502 assembly, running on a 1 MHz processor with 64 kilobytes of RAM. The result was a fully navigable open world -- a city, underground tunnels, a spaceport, surrounding terrain -- that the player could explore on foot and by vehicle. Nothing like it had been seen on 8-bit hardware. Zzap!64 awarded it 97% and a Gold Medal; reviewers described it as something that should not have been possible.

What separated Woakes from many technically gifted programmers of the era was that the engineering was inseparable from game design. Mercenary was not simply a 3D technology demonstration; it had an economy, an open-ended plot with multiple resolution paths, and a dry, absurdist British sense of humour running through every interaction. The game asked the player to think -- to trade, to explore, to decide -- long before those verbs became genre conventions.

When Novagen moved to the Amiga, Woakes scaled his ambition to match the new hardware. Damocles: Mercenary II (1990) placed the player inside a complete solar system: five planets, multiple moons, and orbiting space stations, each with traversable surface geography, interiors, and interactive objects. The engine had been rewritten from scratch; the scope was unlike anything on a home computer. Press coverage was unanimous in its astonishment. The game took years to complete, and Woakes worked through it largely alone.

Mercenary III: The Dion Crisis (1992) closed out the trilogy. By then Woakes had refined the formula while maintaining the series' characteristic openness -- its refusal to funnel the player toward a single solution.

Beyond the Mercenary series, Woakes wrote Backlash (1988), a split-screen Amiga shoot-em-up that demonstrated his technical range extended beyond 3D world simulation. But it was the open-world trilogy that secured his place in the history of the medium.

Woakes was notably private. Unlike many programmers of the era, he rarely gave interviews, avoided the convention circuit, and let the work speak for itself. What little is known of his working method comes from a small number of period articles: he wrote everything in assembly, he designed as he programmed, and he had little interest in delegation. The games that resulted were expressions of a single coherent vision rather than the output of a committee.

He composed the in-game music for the Mercenary titles himself, a further demonstration of the breadth of skill he brought to each project. On the C64 this meant working within the constraints of the SID chip; on the Amiga he had four-channel samples at his disposal. In both cases the music reinforced the games' atmosphere of isolation and open possibility.

Paul Woakes died on 15 July 2017. He was mourned by the retro gaming community with a depth that reflected how singular his work had been. Tributes came from players who had spent their childhoods inside the cities and solar systems he had built alone, and from developers who recognised what it had taken to build them.

Selected Credits

  • Mercenary: Escape from Targ C64 / Amiga, 1985 Programming, Design, Music
  • Backlash Amiga, 1988 Programming, Design
  • Damocles: Mercenary II Amiga, 1990 Programming, Design, Music
  • Mercenary III: The Dion Crisis Amiga, 1992 Programming, Design, Music

Legacy

The Mercenary series is now studied as a precursor to the open-world genre. Games like Elite and Mercenary established that a home computer could simulate a navigable space large enough for the player to feel genuinely free within it -- a concept that would not reach mainstream commercial form until the late 1990s and early 2000s with titles like Grand Theft Auto III and The Elder Scrolls III: Morrowind.

Woakes accomplished this while working alone. He controlled every system: the engine, the world geometry, the economy, the narrative logic, the audio. The resulting games have a coherence that reflects that unified authorship. Nothing was compromised in negotiation between departments because there were no departments.

For editorial analysis of the individual titles and their place in game history, see Flagship Games. For the studio's wider history and commercial context, see History.


Kez Whitton

Business Partner -- Novagen Software

Kez Whitton served as Paul Woakes's business partner at Novagen Software, handling the commercial and operational side of the studio while Woakes focused almost entirely on development. The arrangement was characteristic of many small UK studios of the period: a single highly skilled technical programmer paired with a partner who managed publisher relationships, distribution, and administration.

Whitton's contribution was structural -- creating the conditions under which Woakes could develop in the extended, isolated way that his working method required. The Mercenary series took years of concentrated effort to produce; that effort would have been harder to sustain without commercial management operating alongside it.

Detailed documentation of Whitton's specific involvement in individual releases is limited in the public record. For the broader studio story, see History.


Bruce Jordan

Co-Founder -- Novagen Software

Bruce Jordan was a co-founder of Novagen Software when the studio was established in 1984. He was part of the founding arrangement that gave Woakes the platform to begin development on what would become Mercenary. Novagen's subsequent output was largely the work of Woakes alone, and Jordan's specific ongoing role in the studio is not extensively documented in the surviving public record.

For the founding context and the company's development across the 1980s and 1990s, see History.