Professional Experience

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    Epic Games (Mediatonic)

    Epic Games (Mediatonic) logo

    Lead Engineer

    London

    Summary:

    • 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

    London

    Summary:

    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

    Mediatonic logo

    Senior Engineer

    London

    Summary:

    • 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

    Preloaded logo

    Unity Developer

    London

    Summary:

    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, Surrey

    Summary:

    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

    Lionhead Studios logo

    Gameplay Programmer

    Guildford, Surrey

    Summary:

    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

    Stainless Games logo

    Programmer

    Newport, Isle of Wight

    Summary:

    • 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