I am a computer programmer from the north east of England who has spent the last decade and a half making AAA games at various high profile studios around the country. I have mostly specialised in computer graphics, but have expanded out into generalist core systems.
Work History
Senior Programmer
Epic Games
September 2014 - Present
Working on making Unreal Engine 4 totally awesome. I'm currently working on the performance team, trying to get stuff running fast!
Senior Rendering Programmer
Pitbull Studio Limited
February 2013 - September 2014
Working with Epic on rendering technologies for Unreal Engine 4
Programmer
Thumbstar Games
March 2012 - January 2013
Making games for mobile devices
- Android / iOS / Windows 8
- C# (Mono for Android, MonoTouch), C++, Unity, Marmalade
Rendering Team Lead
Reflections
February 2009 - March 2012
I was the lead programmer on the rendering team, who were responsible for writing the bespoke high performance cross platform 3D engine needed to successfully drive a 60hz open world racing game. I also did some work on Watch_Dogs, writing various post effects and rendering engine enhancements, and then on Just Dance 4, working on the shader compilation pipeline and various other engine technologies.
Senior Programmer
Reflections
May 2008 - February 2009
Worked on general systems technology for Driver: San Francisco, including the following areas:
- Maintainence and extension of the open world streaming system
- Key-framed replay system prototype
- Memory tracking and analysis tools
Programmer
Sony Computer Entertainment Europe
July 2001 - May 2008
Over my time at SCEE, I worked on the Formula One series of games for PS2/PSP/PS3 and WipeoutHD on PS3. I worked mainly on rendering technology and effects, along with various other low level technology such as memory management and debugging, and build pipeline systems.