// available for new roles

Gavin
Fowler

Senior Software Engineer — Games · AR · Real-Time Systems

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.

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// background

About

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.

15+
Years experience
2
Granted patents
GoW
BAFTA nominated
8+
Shipped titles
// technical stack

Skills

Languages
  • C
  • C++
  • C++17/20
  • C#
  • Python
  • JavaScript
  • MEL
  • HLSL
  • GLSL
Game & Console
  • PlayStation
  • Xbox
  • Wii
  • PSP SDK
  • PS3 SDK
  • Proprietary engines
  • Cutscene scripting
Audio
  • SCREAM
  • FMOD
  • OpenAL
  • FFMPEG
  • Reaper
  • Audacity
  • VSTs
  • MIDI
  • Soundbank workflows
  • SFX / Dialogue / Music implementation
  • Localisation support
Graphics & Rendering
  • OpenGL 4.x
  • Point-cloud viz
  • AR/HUD rendering
  • Compute shaders
  • Vertex/fragment shaders
Frameworks & Tools
  • Qt6 / Qt Widgets
  • Unity
  • Xamarin
  • XNA
  • WPF
  • WinForms
  • OpenCV
  • Boost
  • CUDA
  • PCL
  • Couchbase
  • NGUI
Build & CI
  • CMake
  • Jenkins
  • vcpkg
  • Qt IFW
  • Automated mobile builds
  • Installer workflows
Source Control
  • Git
  • Perforce
  • SVN
Platforms
  • PC
  • iOS
  • Android
  • AR hardware
Hardware & Sensing
  • LiDAR
  • Smart Eye SDK
  • Pylon/Basler SDK
  • Blink SDK
  • Eye-tracking
  • RealSense
  • MCUs
  • FPGA interfacing
  • HDMI / NDI
Networking
  • TCP/IP sockets (C++)
Profiling & Debugging
  • PIX
  • VTune
  • Purify
  • ANTS
  • Crashlytics
  • Unity Profiler
Production
  • Code reviews
  • Mentoring
  • Technical ownership
  • Cross-discipline collab
  • Estimation
  • Technical writing & presentations
AI & Tooling
  • AI-assisted development
  • Generative AI content creation
  • LLM tooling
  • Prompt engineering
  • Claude / Claude Code
// selected work

Projects & Credits

2010–11
Shipped · PSP / PS3
God of War: PSP Series
Designer / Audio Implementer · Audio Porting Engineer · Ready At Dawn

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.

C++C#/WPFPSP SDKPS3 SDKSCREAMMEL
View details ↗
2009
Shipped · Multi-platform
G.I. Joe: The Rise of Cobra
Gameplay Programmer · Double Helix Games · EA

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.

C++Multi-platformGameplayVFX
View details ↗
2011–2015
Shipped · iOS · 2013Shipped · iOS/Android · 2015
Zya Music
Senior Software Engineer · Zya Music

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.

C#UnityXamariniOSAndroidJenkins
View details ↗
2017–2026
AR / Real-Time
Holographic R&D
Senior Software Engineer · Envisics

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.

C++Qt6OpenGLUnity/C#CMake
View details ↗
2015
AR / Interactive
Crayola Easy Animator
Custom Application Lead · DAQRI

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.

C#UnityJenkinsARiOS/Android
View details ↗
2016
Unreleased · AR / Smart Glasses
Alterra
Custom Application Lead · DAQRI

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.

C#UnityARToolkitDAQRI Smart Glasses
View details ↗
2014–2016
AR · Wearable Hardware
DAQRI Smart Helmet & Smart Glasses
Custom Application Lead · DAQRI

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.

C#UnityARSmart HelmetSmart Glasses
View details ↗
2017–2026
Internal · Qt / OpenGL
Internal Development Tools
Senior Software Engineer · Envisics

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.

C++Qt6OpenGLGLSLCMake
View details ↗
2008
Shipped · PC
Lost Treasures of Alexandria
Programmer · Stratogon Entertainment

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.

C++C#XNAOpenALFMODHLSL
View details ↗
Ongoing
Personal · AV
nd3c3nt — DJ & Live AV
Active DJ · Drum & Bass / Dubstep / Bass Music

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.

RekordboxPioneer DJResolumeDMXMIDIOBS
SoundCloud ↗
// intellectual property

Granted Patents

✓ Granted
LiDAR — Scanning Structured Light
GB2597771 · Application 2012142.2
Ref P200052GB · Also filed internationally

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.

✓ Granted
Hologram Compute via Eye-Tracking & Gaze
GB2610204 · Application 2112216.3
Ref P200094GB · Also filed internationally

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.

// get in touch

Contact

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.

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