
Career History
I’ve been working in games and tech for fourteen years. In each position, I’ve looked for fresh challenges and opportunities. I’m at my best when I’m able to leverage my broad design expertise whilst doing new things outside of my comfort zone 🤓

Call of Duty: Modern Warfare III | Sledgehammer Games
2021 - Present
Design Director at Sledgehammer Games, UK
I’m currently (2021 – Present) Design Director at Sledgehammer Games working on Call of Duty: Modern Warfare III. Previously Call of Duty: Vanguard and Call of Duty: Warzone.
Focus areas: Design Direction, UI/UX, Design Leadership, First Person Shooters, Online, GaaS

Untitled Project | PlayStation Studios
2016 - 2021
Creative Director and Lead Designer at PlayStation London Studio
I was previously (2016 – 2020) the Creative Director of New Entertainment, developing new concepts focused on unprecedented player agency and sandbox storytelling. I also worked alongside Sony Pictures leveraging AAA film/TV IPs for experimental game concepts.
I was also (2020 – 2021) Lead Designer on an ambitious online co-op combat game set in a modern fantasy London.
Focus areas: Creative Direction, Design Leadership, Audience Modelling and Segmentation, GaaS, Storytelling and Structure, Player Agency, Interactive Narrative, External Production

Boundless | Wonderstruck
2012 - 2016
Game Designer at Wonderstruck Games
I was a game and UI designer for multiple titles across PS4 and PC. I lead design on Boundless, a voxel-based, open-world sandbox MMO, contributed design to The Marvellous Miss Take, and a wide range of unreleased prototypes across multiple genres.
Focus areas: GaaS, Procedural Systems, Online Economies, RPG Player Progression, Social Interplay, Monetisation

The Marvellous Miss Take | Wonderstruck
2010 - 2012
UI/UX Designer at Turbulenz
I lead product on ga.me, a game engine and online platform delivering console-quality games to desktop and mobile devices. I also served as the internal creative lead on several externally developed titles for the ga.me platform
Focus areas: User Interface and Experience, Social Interplay, Platform Design, Player Engagement and Retention, External Game Production and Direction

amBX | Philips Electronics
2007 - 2010
Designer at Philips Electronics
I worked as an experimental designer scripting lighting content for game titles supporting a PC-based hardware launch. I helped design immersive lighting technologies within games and architecture for the amBX division – a precursor to the hugely successful Philips Hue + Gaming technology.
Content scripted during my tenure: D.J. Hero, Far Cry 2, H.A.W.X., Brothers in Arms: Hell’s Highway, Supreme Commander, Overlord alongside trailers featured at E3 press conferences, GDC and Blizzcon.
Focus areas: Scripting, User Interface and Experience Design, Developer Relations, Innovative Technology, Hardware Support
2006 - 2010
BSc Digital Art and Technology at Plymouth University
I gained my design qualifications at University of Plymouth, studying BSc Digital Art and Technology (2:1) and included on the Dean’s List for Academic Excellence. Before that, I studied Graphic Design (Distinction) at Plymouth College of Art and Design and was LSDA Design Student of the Year in my final year.
Focus areas: Graphic Design, User Interface and Experience Design, Diegetic UI Design, Homebrew Hardware
1985 - 2006
Designed games and sent the pitches to my favourite studios in the post
I like to think I’ve been designing games for much longer than I’ve been doing it professionally. As a kid, I created and sent many game ideas to my favourite studios. I got a few replies (including this one for a game called Fable of all things) and even ended up serendipitously working with someone who received one of them.
Focus areas: Character and World Design, Feature Design, Making Logos out of Tin Foil, Lots of Polite Rejection
Here’s some other affiliations that helped shape my career

Judge | D&AD
Organisations I’ve Worked With
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BAFTA
I’m a BAFTA member and judge for the BAFTA Games Awards. Panels: Artistic Achievement (2020), Narrative (2019), Games Beyond Entertainment (2018), Evolving Game (2017).
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D&AD
I’m a judge for the Design and Art Direction Awards and mentor upcoming talent within the design industry. Panels: Gaming (2021)
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Sony Pictures
I’ve worked with various creative and technology teams at Sony Pictures to build games that blur the lines between film and game within my role at London Studio.
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Philips Research
I worked alongside various innovation-focused teams within the wider R&D division within my role at Philips Research.
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PlayStation Studios
At PlayStation I’ve been fortunate to work alongside leaders and creatives throughout the various PlayStation Studios including Guerrilla Games and Naughty Dog.

Founding Member | Pride@PlayStation
Advocacy groups I’ve worked with
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Pride@PlayStation
I’m a member of the Pride@PlayStation employee group. I’ve spoken at events and advocated for LGBT inclusion in content.
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LGBT Leaders in STEM
I spoke about how to create a better culture for more inclusive content for a PinkNews conference (LGBT Leaders in STEM).
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Out in Tech
I spoke at Out in Tech about LGBT representation in games and ways the industry could change to foster more inclusive content.

Judge and Mentor | BAFTA YGD
Mentoring and Lecturing
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BAFTA YGD
I’ve provided mentoring, feedback and career advice to BAFTA Young Game Designer winners.
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ELAM
I’ve served as a guest lecturer and game design mentor for East London Arts and Music College.
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Kingston University
I’ve served as a guest lecturer on game development for undergraduate students at Kingston University London.
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Plymouth College of Art
I’ve served as a guest lecturer and portfolio reviewer for Plymouth College of Art and Design.
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Plymouth University
I’ve served as a guest speaker for the Escape Games Festival organised by Plymouth University.