Professional Experience
-
- Epic Games
Lead Engineer
LondonSummary:
- Part of the core tech team focused on platform stability and performance, supporting a number of critical unannounced projects.
- Exploring LLM-assisted workflows (Claude Code) to streamline performance analysis across multiple platforms.
- Unreal Engine 5
- C++
- PS4
- Switch / Switch 2
- Android
- iOS
- Claude Code
- Perforce
-
- Epic Games (Mediatonic)
Lead Engineer
LondonSummary:
Fall Guys: Crown Jam
- Worked on Fall Guys Crown Jam from prototype to release in UEFN, collaborating closely with design to prototype gameplay mechanics.
- Evaluated early-stage UEFN tech options, balancing project deadlines with broader organisational goals.
- Focused on core tech and game performance, coordinating with internal teams to bring new tech into Crown Jam and ensure game stability.
- Unreal Engine 5
- UEFN
- C++
- Verse
- Perforce
-
- Lead Engineer
LondonSummary:
Fall Guys
- Headed and scaled up the Engine team from 6 to 15 engineers, driving 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 optimisation 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.
- Managed and mentored senior engineers, delivered studio-wide workshops and documentation to help teams take ownership of performance, tooling, and platform development.
- Unity3D
- C#
- iOS
- Android
- Jenkins
-
- 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 optimisation 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
-
- 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)
-
- 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
-
- 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
-
- 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