Divide The Plunder
Founder & Solo Developer
Aug 2021 – Present
Proverbs
A sequel to Mega Mosaic. A huge, meditative, minesweeper-like puzzle, where you fill in a pixelart recreation of the 1559 painting Netherlandish Proverbs by Bruegel the Elder.
Logic Town
- Designing and developing a logic puzzle game for Steam
- Company formation and administration.
- Pitching for grants and investment.
- Outsourcing 2D art, 3D art and writing.
- Designed, developed and released 3 DLC packs (so far!)
Mega Mosaic
Designed and developed this relaxed puzzler in 8 weeks. Players complete an enormous minesweeper-like puzzle, revealing pixelart illustrations and earning achievements as they go.
Sh*thead
Marmalade Game Studio
Lead Engineer
Apr 2023 – Present
I worked on Ticket To Ride as a Senior Engineer primarily setting up the game’s front-end menu systems, store and matchmaking system. Then shortly after launch, I took over as Lead, guiding the engineering team through a rocky launch. During this time I was working to fix issues with online play and help to mature marmalade’s new in-house multiplayer stack.
When I first joined marmalade, I was added to the Cluedo team to help with their final stretch of development, building a series of metagame systems:
- Store screen and popups
- Profile Customisation system
- “Case File” Quest system.
Pocket Burger
Senior Engineer
Jan 2022 – Mar 2023
Development of several mobile F2P prototypes at this startup:
You know that kids science experiment, where they fill a jar with marbles, then sand, then water? We were all marbles, and Mark was the sand and water. The company really started to build and learn at great velocity when Mark joined, and his work touched everything in the company, from an incredible design sense to making T-shirt designs for company events. Mark’s boss.
Mitchell Smallman – CEO of Pocket Burger
Hutch Games
F1® Clash – Lead Client Engineer
Dec 2017 – Jul 2021
PvP Racing Strategy – iOS | Android
- Led a team of 3 other engineers on this official, licensed, Formula 1 management game.
- Implemented various measures to improve the stability of the game after a rocky initial launch (code reviews, increased test coverage, technical documentation, gameplay benchmarks).
- Involved in all aspects of Physics, AI, Networking, UI, and Meta-game.
MMX Hill Dash 2 – Senior Client Engineer
Oct 2017 – Dec 2017
Physics-Based PvP Racing – iOS | Android
- Implemented vehicle customisation system
- Development & bugfixing support during soft launch period
Travel
Mar 2017 – Sept 2017
South-East Asia & East Europe
Firefly Studios
Stronghold Kingdoms – Client & Server Engineer
Jan 2012 – Mar 2017
MMORTS – App Store | Google Play | MacOS
- Porting .NET/Windows Forms game to Unity
- Refactoring legacy code
- Redesigned and implemented scalable UI and touchscreen controls
- Integrating app store IAPs and analytics
- Jenkins CI + Fastlane for automated builds and store distribution
- Lots of optimization for mobile
Game Jams (view all)
Tokelau
itch.io | Google Play | App Store
- Hobby project, simple strategy/TD/mining game
- PC, Android (Feb ’16) and iOS (Apr ’17)
- Unity Cloud Builds
- Expanded Ludum Dare entry
SCARP
Google Play
- Hobby project, publishing and monetizing a game
- Simple action game for touchscreen
- Chartboost interstitial ads
Books!
- Inspired by Jorge Luis Borges’ Library of Babel
- Virtual Reality project made for Ludum Dare 37
- Makes use of Oculus Touch controllers
- Generates near infinite library of procedural gibberish
Education
- Web Design Technologies CertHE – Birkbeck College
- Graphic Design Short Course – Central St. Martins College
- Biochemistry BSc – University of Leeds