2019 – Present
Hinterland Games
Gameplay Technical Lead
Promoted from Programmer (Gameplay) · 2019 – 2025
Blackfrost: The Long Dark 2
- Technical lead for gameplay programming, defining architecture and technical standards in close collaboration with the programming team, coordinating prototyping efforts, and enabling faster iteration across gameplay, design, animation, and UI.
- Primary engineering point-of-contact for gameplay, instigating and leading meetings and aligning engineering priorities across design, animation, and UI in a production-light team environment.
- Mentoring and supporting other programmers through code reviews, technical design discussions, and hands-on problem solving, fostering collective technical decision-making while preserving individual ownership of system scope.
- Established multiplayer-safe gameplay coding patterns and validation workflows to ensure features scale correctly in both single-player and co-op.
- Built a multiplayer "co-op coordinator" system to synchronize Gameplay Abilities across multiple players during shared interactions, ensuring deterministic behaviour and correct replication while eliminating complex branching gameplay logic.
The Long Dark – Episode 4, survival updates & Nintendo Switch port
- Coded new gameplay mechanics including the mine elevator, noisemakers and autorun systems.
- Delivered animation refinements and systemic fixes for Episode 4 of the story mode.
- Platform-specific integration for Nintendo Switch, including SDK hookup and new gyro controls.
2018 – 2019
Rocksteady Studios
Senior Gameplay Programmer
Suicide Squad: Kill the Justice League
- Designed and implemented core systemic gameplay including team "faction" systems and a large-scale enemy spawning framework.
- Contributed to mission system architecture improvements; rapid prototyping and creation of core activities.
Programmer (Gameplay / Networking)
No Man's Sky: NEXT
- Designed and implemented a replication-based networking system to enable the transition from single-player to large-scale multiplayer.
- Owned animation and camera systems (IK pipelines, gameplay cameras) while independently planning and delivering features to support team velocity and quality.
2015 – 2017
Dambuster Studios
Gameplay Programmer
Unreleased Title
- Contributed to the migration from CryEngine to Unreal Engine, helping establish new coding standards and workflows.
- Took ownership of multiple differentiating gameplay systems.
Homefront: The Revolution
- Owned co-op gameplay systems including revival mechanics, lifecycle flow, and cross-mode enablement between single-player and multiplayer.
- Sole engineer responsible for multiplayer synchronization of non-deterministic, root-motion AI agents across a P2P session. This involved animation changes, local pathing corrections for out-of-sync agents, and additional client-side smoothing for believable results.
2014 – 2015
Indie Development
Programmer
Lootineers | Full playable demo completed
- Co-developed an independent game project, sharing responsibility for programming, design and art.
- Delivered a fully playable prototype demo showcased in our trailer here
2013 – 2014
Playground Games
Gameplay / Online Engineer
Forza Horizon 2
- Implemented online features including the Live Map system (direct Xbox API integration), livery synchronization.
- Created a variety of missions such as the Horizon Promo photo mode and several important UI screens.
2011 – 2012
Playground Games
Online Engineer
Forza Horizon & Forza Horizon Rally Expansion
- Built online lobbies, mission systems, multiplayer game flow frameworks.
- Spearheaded multi-stage rally gameplay architecture and managed online division for DLC releases.