Over 30 years, I’ve designed, developed and released around 100 games, taking original gameplay ideas through to commercial release. My work spans classic hardware and modern 2D, 3D and AI-assisted production.

I’ve founded and led studios, overseen multiple productions at once and directed multidisciplinary teams of more than 20, including freelancers. My work spans original IP, independent releases and branded games for clients including Adidas, Breitling and Bird’s Eye.

I work across game and level design, programming, 2D and 3D artwork, technical art, animation, audio, UI/UX implementation, bespoke tools, testing and gameplay refinement. I use Unity and Unreal, GB Studio for Game Boy, and Scorpion Engine for Mega Drive/Genesis, Neo Geo and Amiga. Across platformers, shooters, action adventures, racing, puzzles, RPGs, survival horror, sports, interactive fiction and other genres, I focus on engaging gameplay, distinctive presentation and how the game feels to play.

I’ve expanded my existing development pipeline with AI-assisted engineering and selective asset generation. Getting ideas into a playable state sooner gives me more time to test what makes them fun and refine the details that shape how they feel, from the responsiveness of the controls to the clarity of on-screen feedback. I use playtesting to decide which ideas are worth developing, which need another pass and which to drop early.


GAMES

A selection of game examples you can play:


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