Projects
Contract engagements, the game I'm building now, and a few of the titles I've shipped.
10 projects · 3 featured
Contract engagements
Delivered through Hidden Bridge, most recent first.
Principal Engineer · 2026 Unreal Engine cook pipeline optimisation Reduced iteration time on asset cooks by profiling bottlenecks and restructuring the pipeline. View case study →
Featured
Principal Engineer · 2024 Distributed analytics and feature flags with DuckDB Built a Golang analytics backend using DuckDB and NATS JetStream for event ingestion and feature-flag evaluation. View case study → Featured
Principal Engineer · 2023 UGC campaign platform for brand marketing A Golang and Svelte platform letting brands run user-generated-content competitions across Discord and hosted campaign sites: submission, moderation, judging and winner announcement in one pipeline. View case study →Principal Engineer · 2021 WebGL renderer and authoring tool for procedural fashion A browser-based 3D renderer for procedurally generated trainers, serving as both the showcase viewer and the authoring tool creators used to build new designs. View case study →Principal Engineer · 2020 Cross-platform Vulkan screen sharing with WebRTC Shipped Mac and Windows desktop apps with embedded WebRTC for low-latency remote screen sharing. View case study →Building now
The game I'm making; contract slots stay limited on purpose.
Selected games
A few from Deep Red and Games Faction. I've shipped many more.
Featured
CTO & Lead Programmer · 2012 Storm the Train A free-to-play iOS and Android action game that passed 50 million downloads, running on a proprietary OpenGL/C++11/Lua engine built for low-end hardware. View case study →Co-founder & Lead Programmer · 2008 Project Aftermath A PAX10-winning arcade RTS shipped by a two-person studio on an engine built from scratch: DirectX, C++03 and Lua, with the tools to author it. View case study →Simulation Systems · 2006 Tycoon City: New York City simulation systems for Deep Red's Manhattan-scale business tycoon: economy, rival behaviour and the feedback that lets a player read cause and effect. View case study →Lead Programmer · 2001 Monopoly Tycoon Lead programmer on a real-time competitive tycoon sim: city building, rival businesses, and Monopoly board mechanics fused into one of the era's standout PC sims. View case study →