Professional Experience
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- Epic Games (Mediatonic)
Lead Engineer
LondonSummary:
- Working on an unannounced project in the Fortnite codebase prototyping gameplay mechanics.
- Exploring early-stage UEFN tech options, evaluating trade-offs to balance project deadlines with broader organizational goals.
- Unreal Engine 5
- C++
- UEFN
- Verse
- Perforce
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- Lead Engineer
LondonSummary:
Fall Guys
- Headed and scaled up the Engine team from 6 to 17 engineers, getting heavily involved in planning and pre-production of the mobile release.
- Took on key IC responsibilities, driving cross-team initiatives critical to mobile — including end-to-end distribution pipelines, Epic Games Store integration, CDN strategy, boot/loading time improvements, and build size reduction.
- Led the optimization efforts for Creative mode, identifying performance bottlenecks and coordinating across multiple teams to improve game stability (memory usage, FPS, and load times).
- Worked closely with external partners to bring support for PS5, Xbox, and Switch for the Free-for-All release, while continuing to own PS4, performance and profiling work during releases.
- Line-managed senior engineers, delivered studio-wide workshops and documentation to help teams take ownership of performance, tooling, and platform development.
- Unity3D
- C#
- iOS
- Android
- Jenkins
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- Mediatonic
Senior Engineer
LondonSummary:
- Led the client engineering team on Temple Run: Treasure Hunters, scaling from 4 to 8 engineers, collaborating with internal and external stakeholders to plan upcoming features and ensure live-ops readiness.
- Improved development workflows by implementing automation pipelines in Jenkins, and developed custom tools, reducing error-prone manual tasks.
- Led the optimization efforts, including profiling and enforcing art/tech budgets during the metagame redesign.
- Delivered the “Idle mode” metagame feature from prototype to production collaborating closely with design, art, and tech art.
- Unity3D
- C#
- iOS
- Android
- Jenkins
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- Preloaded
Unity Developer
LondonSummary:
I led the following projects (with the exception of Happy Studio) from pre-production through to release– getting involved with client requirements, technical design documentation, prototyping and managing the relevant app store submissions.
- Tate 'Modigliani' VR (Link): A VR experience developed for Tate Modern’s Modigliani exhibition.
- Utah Climate Challenge (Link): A multiplayer game developed in Unity using the High-Level Network API for the Natural History Museum of Utah.
- Supersaurs (Link, Link): An iOS and Android AR companion app for the book “Supersaurs 1: Raptors of Paradise”.
- Happy Studio (Link Google Play, Link App Store): Developed new features, worked with AR and facial recognition technologies.
- Unity3D
- C#
- Objective-C
- Java
- iOS
- Android
- Git
- Jenkins
- VR (HTC Vive, Occulus)
- AR (Vuforia)
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- Atom Universe
Gameplay Programmer
Woking, SurreySummary:
Atom Universe
- Developed gameplay features for mini-games, including the complete implementation of a multiplayer bowling game.
- Profiled and optimized levels, integrated analytics support, and implemented platform-specific features for PS4.
- C++
- Unreal Engine 4
- PS4
- Perforce
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- Lionhead Studios
Gameplay Programmer
Guildford, SurreySummary:
Fable Legends
- Developed gameplay and UI features focused on player retention and engagement.
- Contributed to the UI core tech, developing UI features and optimising the in-house UE4 WPF framework.
- Contributed to the Windows UWP port.
- C++
- Unreal Engine 4
- WPF
- Windows 10 UWP
- Perforce
- Cucumber
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- Stainless Games
Programmer
Newport, Isle of WightSummary:
- Magic Origins: Worked on the PlayStation 4 port of the game. Additionally, developed UI and gameplay features, helped with refactoring and optimisation.
- Magic 2015 - Duels of the Planeswalkers: Worked on developing UI related gameplay features in Lua and C++.
- C++
- Lua
- PS4
- TeamCity
- SVN