20 Years industry experience (PS1/2/3, P.C., Xbox/360, NGC, Wii) (C++, C, Python and some C#)
9 Published games (Splinter Cell Blacklist, Bodycount, Harry Potter OotP, Harry Potter GoF, Harry Potter PoA, B17-2, G-Police Weapons of Justice, G-Police, Assault Rigs)
Unpublished game Team SAS
Line Management and Lead Programmer experience, Large Team experience
Physics BSc, Computer Science MSc
Work History
Technical Director
NetEase Montreal
July 2022 - Present
Lead Programmer (CPI)
Ubisoft
October 2013 - July 2022
Lead Programmer (Online Multiplayer)
Ubisoft
March 2012 - October 2013
Lead of online and network area.
Line management 7 people
Development steering, recruitment, scheduling, cross-studio collaboration
Principal Programmer
Codemasters
March 2008 - October 2011
Bodycount (PS3, Xbox360) : Metacritic (53)
Gameplay Lead: Line Managing 9 programmers; Recruitment; Appraisals etc.
Build: Code publish system; Perforce branching strategy and management
Gameplay: Gameplay rule system, Tutorials, Missile guidance system, Camera bob, Mini-map, Breakable object serialisation.
Animation tool for twin video capture during mo-cap.
Physics: Gameplay component; Ray-cast framework.
Five-O (working title) (PS3, Xbox360, PC)
Physics and animation group lead.
Detailed planning and prototyping.
Programmer
Electronic Arts
July 2003 - March 2008
Harry Potter Order of the Phoenix (PS2, PS3, Xbox360, Wii) : Metacritic (68)
Head of animation tech.
Two-bone foot and arm IK system –integrated to Havok and rewritten from scratch.
Lip-syncing pipeline and in-game systems.
Prototype gesture recognition.
Prototype combat system.
Harry Potter Goblet of Fire (PS2, Xbox, NGC) : Metacritic (68)
Steering and threat avoidance system.
Design of AI, piloting, navigation, agent and shot systems.
Mentoring and assesment of graduate recruits, interviewing potential employees.
Miscellaneous game systems support.
Code and memory optimisation, refactoring sections of PoA codebase to Renderware and Renderware Studio.
Collaboration on coding standards.
In-game interface to Havok.
Harry Potter Prisoner of Azkaban (PS2, Xbox, NGC) : Metacritic (70)
Navigation solution.
Babble Manager (for in-game speech).
Upgrade of duelling system.
Maintainance of collision system.
Senior Programmer
Rage Bristol
April 1999 - February 2003
Team SAS (XBox) : IGN Article, Jan 2003 - 5 page Article in Official XBox Magazine
Enemy and team AI, scripting, animation interface.
Game editor – including visual scripting and logic representation.
In-game cameras including cut-scene scripting.
Memory management layer.
Main game loop.
Weapons, including aiming and recoil.
Player controls.
B17-2 The Mighty Eighth (PC) : GameSpy Review (90), Metacritic (82)
Multiple engine management simulation with governing AI.
3D Aircraft cockpits – instrumentation, human interface, simulated pilot head-movement, and aircraft start-up sequences.
External aircraft details (flaps, slats, ailerons, onions etc)
Senior Programmer
Dangerous Games
2003 - 2003
Team SAS (XBox) : IGN Article, Jan 2003 - 5 page Article in Official XBox Magazine
Continuing enemy AI and visual scripting.
Lead Programmer
Psygnosis
February 1995 - March 1999
G-Police Weapons of Justice (PS1) : IGN Review (8.5), Absolute PlayStation (88)
Lead programmer.
Programming schedules and complete game design.
Co-ordination and assignment of programming team.
Visual effects programming (missiles, explosions etc).
Mission editor – compiled mission scripting.
Overlay handling and resource management.
G-Police (PS1 / PC) : IGN Review (8.0), Absolute PlayStation (9/10)
Design, planning and scheduling of complete non-rendering area of game. Mission scripting and traffic simulation.
Enemy flight and navigation AI.
Assault Rigs (PS1 / PC) : IGN Review (6.0)
Potentially Visible Sets, 3D Front-End Design and Code (Memory Cards etc). Profiler interface.
Assault Rigs Jpn (PS1) :
Localisation for Japanese sku.