Transition

Back to game development

After an Unreal cook pipeline engagement early in the year, committed properly to the next game — Cinder for rendering, Pulse for multiplayer — funded by frontier-model evaluation work rather than by further contract delivery.

Skills:
  • C
  • Vulkan
  • Golang
  • NATS
  • Evaluation design
Learning

Engine R&D — Cinder begins

A year given largely to independent R&D: prototyping renderer architecture in C99 against Vulkan 1.3, and working out what the next game actually needed from its technology before committing to build it.

Skills:
  • C
  • Vulkan
  • Slang
Milestone

Distributed analytics on DuckDB and NATS

Event ingestion, ad-hoc analytical queries and feature-flag evaluation behind one pipeline — durable JetStream streams into embedded DuckDB, with no warehouse cluster to operate.

Skills:
  • Golang
  • DuckDB
  • NATS JetStream
  • AWS
Milestone

UGC campaign platform — returning to PlayerState

Third engagement for PlayerState across four years. A Golang and Svelte platform letting brands run creative competitions inside their own Discord communities, with moderation and judging built around reviewer attention rather than raw throughput.

Skills:
  • Golang
  • Svelte
  • Discord API
Learning

Second collectibles venture

A second Ethereum-based digital art project. The engineering held up; the market for it did not, and the wider collectibles space contracted sharply through the year.

Skills:
  • Solidity
  • Golang
  • JavaScript
Milestone

Procedural fashion renderer and authoring tool

A browser WebGL renderer for procedurally generated trainers, doubling as the authoring tool creators used to design them, over a Golang, Rust and Vue collectibles platform.

Skills:
  • JavaScript
  • WebGL
  • GLSL
  • Golang
  • Rust
Milestone

Cross-platform Vulkan screen sharing

Native Mac and Windows desktop apps with embedded WebRTC, built as remote working became the default. One C++17 core with Vulkan rendering and a Golang session backend, rather than an Electron wrapper.

Skills:
  • C++
  • Vulkan
  • WebRTC
  • Golang
  • Redis
Milestone

First Hidden Bridge engagements

Consultancy's first year of delivery: early platform work for PlayerState, and a refactor of 10+ Objective-C and Swift apps for a mobile telemetry company. Set the pattern for the years after — one client at a time, end-to-end ownership.

Skills:
  • Objective-C
  • Swift
  • iOS
  • Golang
Transition

Founded Hidden Bridge — independent consultancy

Left Fig.co and set up Hidden Bridge Limited as sole engineer and director. Contract delivery end-to-end — architecture through implementation — across games, graphics, backends and distributed SaaS.

Skills:
  • C++
  • Golang
  • Vulkan
  • Unreal Engine
  • WebRTC
  • NATS
Transition

Principal Engineer at Fig.co

Joined the San Francisco crowd-funding platform for games (acquired Ownage Limited in 2018). Built Golang backend and React frontend, Ethereum engagement platform, Unity/Unreal C++ SDK, and Flutter wallet apps.

Skills:
  • Golang
  • C++
  • React
  • Flutter
  • Ethereum
  • AWS
Milestone

Storm the Train — 50M+ downloads

Co-designed and shipped Storm the Train on iOS and Android using Games Faction's proprietary OpenGL/C++ engine. One of the studio's biggest commercial hits.

Skills:
  • C++
  • OpenGL
  • iOS
  • Android
Transition

Founded Games Faction — twelve years as studio owner

Started an independent games studio in Sheffield. Built proprietary DirectX and OpenGL engines, an async C++ backend runtime, co-developed five games, and delivered 20+ client apps for brands including DIAGEO and adidas. Ran recruitment, finance, legal, publishing and fundraising.

Skills:
  • C++
  • Lua
  • DirectX
  • OpenGL
  • Objective-C
  • Redis
Milestone

Lead Programmer on Monopoly Tycoon

Shipped Deep Red's real-time competitive tycoon sim for PC — city building, rival businesses, and Monopoly mechanics combined. Crediting on MobyGames as Lead Programmer.

Skills:
  • C++
  • Direct3D
  • Simulation
  • Tycoon
Transition

Technical Director at Deep Red Games

Joined Milton Keynes simulation studio as Lead Programmer, later Technical Director. Lead programmer on Monopoly Tycoon; built engine and simulation systems for Tycoon City: New York and other titles. Led a core-tech team of eight and coordinated roughly thirty engineers studio-wide.

Skills:
  • C++
  • Lua
  • Direct3D
Transition

First games industry role at Gremlin Interactive

Started as a programmer at Sheffield-based Gremlin Interactive on PC and PlayStation 1 titles, including Actua Soccer 2 & 3 and Actua Tennis. C and C++98 on console and desktop.

Skills:
  • C
  • C++
  • PlayStation
  • Direct3D
Learning

BSc Computer Science, University of Sheffield

Graduated with honours in Computer Science before joining Gremlin Interactive the following month.

Skills:
  • Computer Science