|CSR Racing (2012)||(Senior Product Owner)|
|Heroes Over Europe (2009)||(Production)|
|Heatseeker (2007)||(Design Direction)|
|Fable: The Lost Chapters (2005)||(SCRIPTERS)|
|Fable: Anniversary (2014)||(Original Scripters)|
|Fable: The Lost Chapters (2005)||(CODERS)|
|Sim Theme Park (1999)||(Programming)|
|Fable (2004)||(Lead Scriptor)|
|Alan Wake (2012)||(Special Thanks)|
|Bloodforge (2012)||(Special Thanks)|
|Joe Danger 2: The Movie (2012)||(Special Thanks)|
|Minecraft: Xbox 360 Edition (2012)||(Special Thanks)|
|Trials Evolution (2012)||(Special Thanks)|
|Alan Wake (2010)||(For their contribution to the project)|
|Crackdown 2 (2010)||(Special Thanks)|
|Joe Danger (2010)||(Special Thanks)|
|Kinect Sports (2010)||(Special Thanks)|
|Battle Engine Aquila (2003)||(Thanks)|
|Ball Breakers (2000)||(Thanks to)|
|Populous: The Beginning (1998)||(Special Thanks To)|
A coder, lead coder and now Producer/Project Manager with experience in video games development since 1997, starting at Bullfrog Productions and EA, co-founding a startup (not successful, but hey, it was fun), and leading the 'Fable' quest scripting team at Lionhead, before moving to Australia and Producerhood, where I've driven the development of the fantastic jet fighter action game 'Heatseeker'.
As a true ENTJ, I've learned that managing video game projects is what I do best. I love games, I have a good technical understanding as well as proven skills in design and whole-project management, and even an eye for artistic quality. Most of all I enjoy being good with people. It's my privilege to work with and try to get the best from talented people, and I'm very proud when they say they've valued working with me.
In my time I've also written articles for 'Develop' and 'Game Developer' magazines, and the book 'Game Programming Gems 3'. I started the Guildford, UK chapter of IGDA (covering EA UK, Lionhead, Kuju, Criterion and many more small studios) and now help run the Melbourne IGDA chapter. I believe very strongly in the power of sharing knowledge and experience to make games and the industry everything they can be.
Last updated: Apr 05, 2007