About

Curriculum Vitae (2026)
Professional Summary

Highly experienced Gameplay Programmer with over 20 years in game development, combining deep technical expertise with proven leadership across AAA and mobile projects. Skilled in Unreal Engine (C++), C#, and tools development, with a strong record of delivering performant, network-safe gameplay systems and mentoring multidisciplinary teams. Background in Technical Art and pipeline development provides a unique perspective to bridging art and engineering. Passionate about clean code, efficient workflows, and building fun and engaging player experiences.

Core Competencies

  • Unreal Engine (C++) Gameplay Programming – gameplay systems, multiplayer, physics, dynamics, rapid prototyping, UI
  • Leadership & Mentorship – building and leading cross-disciplinary teams, training and developing talent
  • Tools & Pipeline Development – Unreal Engine, Unity, Maya, Motion Builder, Photoshop, Visual Studio; workflow automation
  • Process Improvement – identifying bottlenecks, optimising production pipelines
  • Technical Skills: C++, C#, Python, Unreal Engine, Perforce, Visual Studio
  • Soft Skills: Problem solving, collaboration, communication, adaptability

Professional Experience

Lucid Games Ltd | Liverpool, UK

Lead / Senior Gameplay Programmer | 2014 – Present

  • Lead programmer of own-IP internal prototype, building and managing a game project and dev team from the scratch to production green-light
  • Senior programmer for multiple shipped titles using Unreal Engine 4 & 5, including Destruction AllStars (PS5 launch title).
  • Developed key gameplay systems: vehicle dynamics, multiplayer game modes, player and vehicle customisation, photo mode, UI, and HUD.
  • Directed small programming teams through full development cycles, ensuring maintainable, performant, and scalable codebases.
  • Collaborated closely with design, art, and production teams to prototype new IPs and features.
  • Championed workflow improvements and authored internal tools to streamline iteration and debugging.

Game Developer | 2011 – 2014

  • Developed gameplay and tools for cross-platform titles in Unreal and Unity.
  • Delivered standalone features and assisted with porting and optimisation for console and mobile titles.

Bizarre Creations (Activision) | Liverpool, UK

Technical Art Director / Art Tools Lead / Technical Artist / Tools Programmer | 2005 – 2011

  • Oversaw a team of 8 Technical Artists supporting ~180 staff across two major console projects.
  • Designed and implemented efficient workflows and custom toolsets for Maya and in-house engines.
  • Provided technical leadership bridging art and engineering, mentoring over 80 artists on new tools and best practices.
  • Contributed to major releases including Blur, 007: Bloodstone, and Project Gotham Racing 3 & 4.

Electronic Arts (EA) | Chertsey, UK

Junior Technical Artist | 2004 – 2005

  • Supported tools and asset integration for Battlefield 2: Modern Combat and Harry Potter and the Goblet of Fire.

Selected Shipped Titles (Full list available on request)

  • Destruction AllStars (PS5 Launch Title, 2020)
  • Need for Speed: Payback (PS4, Xbox One, PC, 2017)
  • Switchblade (PS4, PC, 2017)
  • Geometry Wars: Retro Evolved II (Multi-platform, 2015)
  • 2K Drive (iOS, 2013)
  • 007: Bloodstone, Blur, Project Gotham Racing 3 & 4, The Club (Xbox 360, PS3, PC)
  • Additional mobile and indie releases including Eat My Wake and We’re Going on a Bear Hunt

Education

  • MSc Computer Animation (Merit) – Bournemouth University, 2004
  • BSc (Hons) Computer Science (2:1) – University of Nottingham, 2002
  • A-Levels: Maths (A), Physics (B), Chemistry (C) – Ysgol Rhiwabon 6th Form
  • GCSEs: 10 subjects including English and Maths (A–C)

Additional Information

  • Experienced in performance profiling and optimisation for console and PC platforms.
  • Strong advocate for continuous learning and cross-disciplinary collaboration.
  • Described by peers as a “Swiss Army knife” developer – adaptable, reliable, and solution-oriented.