Senior software engineer with 15+ years across console games, AR, music technology, and real-time systems. Shipped titles on PlayStation, Xbox, Wii, PSP, PC, iOS, and Android across studios in the US and UK — including audio implementation on a BAFTA-nominated God of War title. Two granted patents. Most recently at Envisics, where I built holographic HUD technology. Based in London.
I'm a senior software engineer with 15+ years of professional experience across console games, augmented reality, music technology, and real-time systems. My career spans studios in the US and UK — from indie PC games and AAA console titles through to holographic AR HUD research at the cutting edge of automotive display technology.
In games, I've shipped titles on PlayStation, Xbox, Wii, PSP, PC, iOS, and Android across studios including Ready At Dawn, Double Helix Games, DAQRI Zya Music, and Stratogon. My work on God of War: Ghost of Sparta as audio implementer and designer helped earn a BAFTA nomination. I've worked as a gameplay programmer, audio engineer, tools developer, and designer.
From 2017 to 2026 I was at Envisics, building C++/Qt real-time tools for holographic automotive HUDs — integrating eye-tracking, LiDAR, FPGAs, MCUs and sensor hardware at R&D depth — with two granted patents from that work.
Away from engineering I DJ as nd3c3nt — drum & bass, deep dubstep, bass music — and run live Twitch AV sessions combining music performance with real-time visuals.
BAFTA nominated. Shipped Ghost of Sparta (PSP, 2010) and the Origins Collection HD remaster (PS3, 2011). Full audio pipeline, level scripting, and engine tools — then ported the complete audio system to PS3.
My first AAA title. Owned weapons and projectile systems across Xbox 360, PS3, PS2, PSP, and Wii. Built subtitle parsing system. Led a month-long E3 pitch demo as sole programmer.
Core front-end engineer for 4 years on music-driven game and app products. Shipped Zya (iOS, Nov 2013) and Ditty for Messenger (iOS/Android, Mar 2015). Built UI, gameplay, mobile features, and server communication in Unity and Xamarin.
Built real-time C++/Qt tools for holographic automotive HUD R&D. Integrated eye-tracking, LiDAR, RealSense, MCUs, FPGAs, and MIDI controllers. Developed ADAS GPS visualisation and OpenGL rendering systems. Two granted patents.
Led development of a real-time AR animation app for Crayola. Won Best of Toy Fair 2015 (Popular Science & Techlicious). Shipped as a boxed retail product with AR mannequin peripheral on iOS and Android.
Led a team of 8 engineers building an unreleased AR experience for DAQRI Smart Glasses. Companion comic book with AR-target tickets triggered interactive mini-games and narrative content using ARToolkit.
Developed AR experiences for DAQRI's industrial wearable platforms — the Smart Helmet and Smart Glasses. Worked across the full Unity pipeline building applications that ran directly on the devices, targeting industrial and enterprise use cases.
Built in-house Qt/C++ tooling to drive, configure, and test prototype holographic HUDs. Fully dockable and floating panel UI. Custom OpenGL renderer outputs holographic content to a second monitor, feeding directly into prototype hardware.
My first shipped commercial title — a match-3 puzzle adventure published by Big Fish Games. Led a 10-person team building an XNA engine. Implemented audio from scratch with OpenAL and FMOD. Wrote HLSL shaders. PC release only.
Active DJ performing drum & bass, deep dubstep, 140, and bass music. Live Twitch AV sessions combining music performance with real-time VFX. Tools: Rekordbox, Pioneer DJ, Resolume, DMX, MIDI.
A granted patent covering structured light scanning techniques in LiDAR systems, developed at Envisics. Addresses sensing and spatial data acquisition challenges in automotive and AR HUD contexts.
A granted patent covering hologram computation driven by eye-tracking and gaze data — a core technique for perceptually optimised holographic AR displays. Developed at Envisics for their automotive HUD platform.
I'm currently open to new opportunities in games engineering, AR/MR, audio tools and systems, tools development, and real-time interactive systems — particularly roles where robust engineering supports creative production.
Based in London. Open to hybrid and remote arrangements.