Résumé
Technologist and creative leader, passionate about cutting edge technology and making impactful games.
- 17 years industry experience
- 10 years in cutting edge XR, Gear VR to Quest 3S / Vision Pro and beyond
- 4 years in Technical Direction and tech-leaning Project Direction roles
- Launch titles on many devices, history of working with pre-release hardware and SDKs. Enthusiastic at pushing boundaries
- Proven track record building and growing technical teams, mentoring engineers and other technical staff, delegating work
- Strategic delivery on business goals. Feeding into business strategy sessions, responsible for interpreting studio objectives into short and long term technical plans realised by the technical department
- Passion for optimising both game performance and development workflows
- Pragmatic approach for new technologies, balancing a push for being at the forefront with sustainable business operation
- Demonstrated ownership of architecture, toolchains and technical approach
- Deep multidiscipline team understanding and track record with all departments
Platforms: Quest 1/2/3, Vision Pro, Android XR, Pico, Rift, SteamVR, PSVR, Switch, Desktop, Mobile, Web
Languages: C++, C#, Python, HLSL/GLSL/CG, JavaScript and many others
Engines: UE4/5, Unity, proprietary engines
Automation: TeamCity, Jenkins, GitHub Actions
VCS: Perforce, Git, SVN, Bitbucket, GitHub, GitLab, Helix Swarm
Other: NPM, Maven, MySQL, MongoDB, Redis, Couchbase, 010 Editor, IDA, Web Development
Animation: Skeletal, Morphs, VAT, Facial Animation, Alembic, Ragdoll, Splines
AI: Behavior Trees, EQS, StateTree, HSM, Squad Behaviours, Crowds, Navigation
Physics: Chaos, PhysX, Box2D, SAT, CCD
Graphics: GL ES, DX, Vulkan, Batching, HLODs, Occlusion, Shaders, Optimisation, Lightbaking
Networking: P2P Realtime, Latency Mitigations, Async MP, Client/Server
Tooling: Editor Widgets, Scripted Actions, Simplygon, Geometry Tools, Internal Servers