Contracting Web Developer
London, United Kingdom
Contracting Web Developer
London, United Kingdom
I started my development career in the video game industry of the late 80's. This lead to joining Eidos in the mid 90's, where I transferred from a developer to a publishing role. Departed after nearly ten years following acquisition by SCi in '05.
I always have an interest in emerging technologies, and trying something new. Through Bright Things I gained experience of interactive DVD, and the problems involved in bringing a new hardware product to market.
My most recent position was at Emote Games, an early adopter of the now popular trend to cross social networks with games. This allowed me to pursue my interest in web development and server architecture professionally, which is an area I now wish to continue with.
The career to date has managed to include the early home computers, most of the console platforms to iDVD and now the web in its many forms.
(Self-Employed; Design industry)
September 2009 — Present (4 months)
Development services and consultancy for web projects. Focusing on social media and games.
(Entertainment industry)
October 2006 — July 2009 (2 years 10 months)
Responsible for programmer staff at the London office and the architecture of the Emote Platform (Participate).
Projects included:
* Functioning prototype for Sony's Home platform. Integration of mobile and web interfaces, as demonstrated by Sony at GDC and E3.
* Technical lead on Emote's first title, theHunter. A rich hunting MMO, played across web and dedicated PC client.
(Public Company; 11-50 employees; BGT; Computer Games industry)
July 2005 — July 2006 (1 year 1 month)
Organising the development of software titles for the iDVD Bubble console, aimed at the pre-school market. Technical support for external studios, management of QA and IT departments, plus internal programming team.
(Public Company; 501-1000 employees; SEG.L; Computer Games industry)
April 1996 — May 2005 (9 years 2 months)
Several positions, starting with programming for the internal development studio, to being part of the team that managed the European studios when I left.
(Privately Held; 11-50 employees; Computer Games industry)
February 1994 — March 1996 (2 years 2 months)
Hacking away on games consoles. The only way to really learn games programming is at the code-face, and that's exactly what this was. For a period of a few years some very talented engineers worked here; the majority of them are still in games having built successful careers and become industry veterans.