Big teams, small studios and projects made at home. Here’s where I’ve spent my time, and what I actually did.
Professional experience
Part of the team.
Cloud Imperium Games / Foundry 42
2015–2018 / 2019–2023
Star Citizen & Squadron 42
Production & project management
I worked in production across both projects, from coordinating content and feature teams at Foundry 42 to producing complex features at Cloud Imperium Games. I later took on project management responsibilities for Squadron 42.
My work included schedules and roadmaps, Scrum facilitation, cross-studio coordination and developing a new content workflow. I also supported facial scanning and performance capture at Imaginarium Studios.
Playground Games
2018–2019
Forza Horizon 4 & 5
Associate Producer
I produced the Audio, Level Design and Cinematic teams, with additional support for Environment Art. The work covered Forza Horizon 4, Fortune Island and LEGO Speed Champions.
I also contributed to the concept and pre-production phases of Forza Horizon 5. My focus was on planning, priorities, milestone delivery and helping different disciplines work together.
Skyhook Games
2023
Production across multiple projects
Senior Producer
As Senior Producer, I supported multiple projects and the wider production team. My responsibilities covered schedules, delivery planning, production pipelines and communication with external partners.
I also mentored production staff and helped leadership understand project progress, risks and dependencies.
Athena Worlds
Creative direction
Original games & early development
Director / Creative Director
Developing original game concepts and shaping them into proposals, pitches and practical production plans. The work brings together creative direction, budgets, milestones and the realities of starting a project.
Codename: Xeno is one of those ideas: survival on an alien world, with atmosphere and player choice at its centre.
Two Little Chicks
Independent studio
A studio of our own
Co-founder / Creative Director
A games studio I started with my wife, a former primary school teacher. We’re bringing our experience together to make small, fun games, with an interest in family play, retro games and education.
Bringing a favourite PlayStation shooter to PC, with work on mouse aiming, widescreen support, audio and performance. A chance to get into the details of how an older game works.
An open-world survival concept set on an alien world. The design centres on atmosphere, player freedom and creatures whose behaviour can produce encounters we haven't scripted.
Doom mod · GZDoom
RanDOOM Roulette
Every monster kill gives you a random weapon. Unlimited ammo, all weapons available from the start, and no manual switching. One small rules change that makes familiar levels feel very different.
Prototype · Unity
Night Shift
A first-person atmosphere experiment in a 1990s New York office at night. Rain outside, distant city noise and an ordinary building that feels a little less ordinary when you're there alone.
Prototype · Unity
Barrel Run
A physics experiment about getting a barrel down a hill in one piece. Steering, hopping and balancing, with plenty of time spent making the movement feel right.