An enthusiastic game developer with more than twelve year’s experience in the industry, offering strong technical knowledge of game development in a variety of engines. Looking to challenge my skills to help develop innovative new titles, completed to the highest standard.

Key Skills

  • Experience designing and developing gameplay systems in C++

  • Creating tools for content creators in C#

  • Strong scripting skills in both gameplay and UI.

  • Experience of developing/designing AI behaviours, missions and content for video games

  • Good skills in collaborating with other disciplines to develop easy to use systems for content creators

  • Worked within Agile methodologies such as Scrum

  • Experience of using Unreal Engine 4, Unity and in house game engines.

  • Source control knowledge such as Perforce

  • Experience mentoring other members of the team and leading a team

  • Experience in RPG’s, First Person Shooters and Racing games

Need for Speed Unbound

Electronic Arts - Criterion Games - Software Engineer II - 2022
Software Engineer III - 2023

I was a gameplay Software Engineer on Need for Speed Unbound for Criterion Games. I was on the project from the start and was involved in prototyping and developing a number of key features in the game, mainly focused in the area of game modes. I had tech ownership of a number of systems and was involved in designing and developing those systems in C++

- Gameplay Tech Lead on live service updates

- Manager of a team of Gameplay Engineers 

- Tech ownership of the game mode systems, building the core functionality and was responsible for building the race and takeover game modes.

- Ownership of core gameplay systems such as the reset on track system

- Code support for the connective sequences and transitions in game, this includes the fades between sequences, loading sequences and the wrecked and busted sequences.

- Built game mode editor tools for the designers and liaised with them for feature updates

- Cinematic logic in C++ and C# to assist content creators with the creation of cinematics and ensure cinematic support in single player and multiplayer.

- Campaign flow scripting to handle the more scripted mission flows in the game. For example the end of the prologue’s chain of missions

- UI scripting of elements in the game modes and other parts of the game.

Battlefield 2042

Electronic Arts - Criterion Games - Software Engineer II - 2021

I worked as a Software Engineer on Battlefield 2042 for Criterion Games, collaborating with Ripple Effect to produce the Battlefield Portal mode. I provided Gameplay and UI support in both C++ and the engine's scripting system.

- I produced player facing mod commands such as damaging the player, switching team and setting the player’s soldier. These commands are made available on https://portal.battlefield.com/

- Created the HUD and Scoreboard screens for the Free for All game mode. This involved the gameplay to UI binding in code and creating the screen content itself.

- Worked on the AI spawning logic primarily for Free for All but also support for the other AI spawning settings.

- Mentored other members of the Criterion code team and assisted them with producing features for the Battlefield Portal Frontend.

Below is a trailer of the types of experiences available in Battlefield 2042’s portal mode, more information about the features can be found at https://www.ea.com/games/battlefield/battlefield-2042/news/battlefield-briefing-welcome-to-battlefield-portal

Need for Speed Heat

Electronic Arts - Criterion Games - Software Engineer I - 2019

I worked as a Software Engineer on Need for Speed Heat for Criterion Games. I provided Gameplay and UI support in both C++ and the engine's scripting system.

- Created import scripts to allow script writers to generate the game assets needed for the in game text message system.
- Support on the phone message system to allow the player to reply or set a route to the next event.
- Worked on the loading transition sequences going into events to show the vehicle while loading.
- Supported the cinematics team by exposing the information they needed to set up the race intro sequences.
- Worked on a number of transition sequences back to the garage. Returning to garage, getting wrecked and getting busted.
- Worked as a link between gameplay and UI disciplines to ensure the UI team had the data they needed from the gameplay systems.

The video below shows the features I worked on in game.

Battlefield V

Electronic Arts - Criterion Games - Technical Designer - 2019


I worked as a Technical Designer on the Firestorm mode for Battlefield V with Criterion games. I used the Frostbite engine to create content for the mode using the engine's scripting system and also created new systems using C++

- Created the core game mode logic, taking the Battlefield multiplayer logic and modifying it to work in a Battle Royale setting.
- Produced a system to randomly spawn the group of planes in random directions
- Modified the Battlefield V reinforcement system to work in a Battle Royale setting. This included implementing the system into the game mode and creating new reinforcement types that suited the game mode.
- Designed and created a system to decide what capture objectives to activate during a match of Firestorm.
- Created the system and content that spawns supply drop planes during the game mode
- Developed the initial setup for randomly spawned safes and vehicle lockups before handing them onto new members of the Technical Design team.
- Supported the UI team helping bring the zone meter UI and map to a shipping state
- Created systems to help improve the performance of the mode, due to the size of the map.

The video below shows what I worked on in game

Star Wars Battlefront II

Electronic Arts - Criterion Games - Technical Designer - 2017


I worked as a Technical Designer at Criterion Games working on Star Wars Battlefront II for PC, PlayStation 4 & Xbox One. I used the Frostbite engine's scripting system to create a variety of modes for the game.

- Worked on Starfighter Assault and the Arcade mode developing the core game mode logic
- Created game object prefabs that could be reused by the Level Designers for multiple levels in Starfighter Assault
- Created the base AI behaviours & ability logic for the troopers in the Arcade mode
- Scripted the UI logic for the Arcade mode

The video below shows what I worked on in game:

Fable Legends

Microsoft - Lionhead - Technical Designer - 2016


Worked as a Technical Designer at Lionhead on the Fable Legends project running in Unreal Engine 4.

My role involved:
- Created hero characters through setting up scripted abilities and animation graphs.
- Implemented traps, including mines and gates that the Villain player can use.
- Created objectives and encounters with level designers
- Developed systems for scripted events and cutscenes in quests
- Scripted initial tutorial level and narrative introduction using Blueprints
- Created core gameplay/content systems that can be reused and expanded upon by other members of the Technical Design team and used by other disciplines.

Runescape

Jagex - Content Developer - 2013


As part of my time at Jagex I worked as a content developer on a number of updates for the online browser MMO Runescape. This involved:

- Creating content using the in house scripting language.
- Managing a project from creating the initial design brief to publishing it live in game.
- Working on released quests, dungeons, armour and NPCs for the game.
- Liaising with many disciplines to get the required assets for the new content.
- Writing character dialogue for world events in game

Transformers Universe

Jagex - Content Developer - 2012

I worked as a content developer/scripter at Jagex on Transformers Universe. I was responsible for:

- Producing content using Lua
- Creating tools in C# to produce dialogue for in game cutscenes.
- Worked on building script side implementations for core features of the game including animation, audio and physics. Working with these teams in order to get their content into game.
- Interim lead of a scripting team, responsible for liaising with design, game engine and production teams in order to identify future tasks that are required to produce pieces of content.
- Worked on the design and prototype of boss/general NPC encounters, missions and other gameplay activities.
- Collaborating with another content developer to produce initial designs for NPC AI including the Terrorcons.
- I collaborated with the physics programmer to work on the initial prototype for the driving physics in the game.
- Worked on creating character abilities and setting them up in game.
- Setting up AI using behaviour tree tools.

The video below demonstrates a version of the game with my work in.