BA (Hons) Graphic Design and Illustration 1st Class
Coventry University
2007 - 2010
I'm a veteran game developer with 15+ years of experience working in all corners of the games industry, from a serious games and indie background, with a heavy focus on design.
I've worked as an artist, programmer and game designer, led teams and built new products for clients, employers and myself. I believe that games can be used to make the world a better place, and that small teams who can maintain independence are able to create and innovate more effectively.
I was Lead Designer for two ambitious projects at Roll7, which were both sadly cancelled when the studio was closed. I was responsible for both the high level design direction, and leading the team to make sure that the project stayed on budget and met the high quality bar Roll7 achieved with previous projects.
Here I learned a lot about running bigger teams and bigger projects. It was also my first time managing a project with teams split between two companies.
As protoype designer I had to work closely with the Creative Director to design and create prototypes of potential new projects.
Here I learned a lot about what goes into creating new projects in larger studios, how to prepare pitches and scope properly, which set me up for my role as a lead later. During this time, I also helped with projects that were already in production when nearing release.
I joined Applio as lead designer before a team was in place, so my first responsibility was to help build up the development capability of the studio.
As it was a small startup, I was responsible for the design of the project and making sure that we reach our goals on budget, as well as being very hands on for development, being split across design, art and code (C#) as needed.
At Playmob I was heavily involved in creating pitches and prototypes with very small teams for new serious games projects.
This was my first experience of managing teams and planning projects.
My first game industry job, working alongside the director to create images for project pitches. I soon moved onto designing pitch ideas and small prototypes.
Alongside two other Roll7 alumni, we have created a prototype and pitch deck for a new multiplayer mech game that has an innovative combat system that mixes turn based and physical gameplay.
The project is currently still in the pitching stage.
My own studio that I started in 2012, Jamo Games mainly took on client projects. These were a mix of serious games and commercial projects. Project responsibilities were a mix of design, development and artwork creation.
We also released original games on Steam (PC / Mac) and iOS, and partnered with an audio company to create a tech demo of an adventure game for visually impaired gamers, featured at EGX and in publications such as PC Gamer.
I closed Jamo Games when I joined Roll7 due to contract conditions.
For a short period I taught the video game business module on the games development BTEC course.
I have worked as an artist on many different projects, including video games, branding, advertising, books and album covers, and once buildings across New York as part of a protest art project.
I also ran a successful pixel art practice, having produced artwork within games on every major platform.