In 1988 Warriner joined Cascade Games, where he worked on 19 Part One: Boot Camp (1988). Other games he worked on were Arcade Trivia Quiz and Arcade Trivia Quiz Question Creator, published by Zeppelin Games in 1989. In 1989 Warriner moved to Bytron where he wrote aviation software. 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 system was the first in the world to computerize those and, coming from the 8-bit gaming scene, they had no option but to encode their initials in the messages. Revolution Software Warriner didn't stay long at Bytron, as he was contacted by Cecil in 1989, who wanted to set up his own studio. Together with Sykes and Cecil's then-girlfriend Noirin Carmody they founded Revolution Software (March 1990). Warriner would stay a member (and co-owner) of the company till the present day. He would focus primarily on programming, but he also became involved in design, for which he is credited in various games. In March 1990, in an office located in Hull, he began to work on what would become Revolution's first game, Lure of the Temptress (1992). Warriner designed an innovative engine for the game, called Virtual Theatre, which was in some respects more versatile than the game engines used by LucasArts and Sierra at that time. One of its new features was that it allowed the in-game characters, instead of being static NPCs, to wander around the game world independently of each other, living their own lives and doing their own thing. The game became, critically as well as commercially, one of the many successful games that would follow. The next games he worked on were Beneath a Steel Sky (1994), Broken Sword: The Shadow of the Templars (1996) and Broken Sword II: The Smoking Mirror (1997). 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. New features were added to Steel Sky though, such as an object-oriented system, a new conversation system and a sophisticated, separate conversation editor. 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