General info
Creative Director
Brighton, UK
Creative Director with 14 years of experience in video game design for console, PC, handheld, mobile, social and free to play.

Currently working at TT Odyssey as Creative Director.
Experience
Brighton
Feb 2018 - Present
TT Games
Creative Director
Creative Director on LEGO Star Wars Battles for TT Games.
London UK
Jan 2016 - Feb 2018
Natural Motion - Zynga
Creative Director - CSR2
Creative Director on CSR2

Vision holder for the project responsible for directing the team from a creative and design aspect and defining the roadmap for the title.

Responsible for the direction and design of all game features and creative.

Using 5 years of live game experience to establish best practices in running the game as a service to consumers.

Working with product team to design and deliver metric moving features and improvements to deliver record revenue for the brand and the studio.

Experienced in using analytics to validate assumed problems, assess performance of new features and to identify areas of opportunity.

Experienced in leading teams and managing / coaching direct reports.
Brighton UK
Oct 2014 - Jan 2016
Boss Alien / Natural Motion
Product Lead - CSR Racing & CSR Classics
Leading the CSR Racing & CSR Classics development teams.

Responsible for the direction and design of both titles.

Working closely with the leadership teams at Natural Motion and Zynga to deliver world class products in the mobile space.

Focused on enabling my development teams to deliver great content and experiences.



Brighton UK
Jan 2013 - Oct 2014
Boss Alien / Natural Motion
Product Lead - CSR Classics
Lead the development team responsible with bringing CSR Classics from conception to market.

Responsible for the direction and design of all areas of the product.

Integrating and innovating free to play best practices.

Highly attuned to the free to play market.

Deep understanding of game analytics combined with an appreciation of its importance as a tool in the modern age of game design.
Brighton UK
Oct 2012 - Jan 2013
Boss Alien / Natural Motion
Game Designer - CSR Racing iOS
Doing all things design for CSR Racing on iOS.

The flat structure at Boss Alien provided me with the opportunity to contribute to all aspects of the project.
Portsmouth UK
Jul 2011 - Sep 2012
Climax - SONY First Party Title
Lead Designer - Smart As (PSVITA)
Lead development of concept with Game Director.

Responsible for the conception, creation and development of all areas of the games design including:

- 20 unique brain training games utilising all features of the the PSVITA hardware including AR (augmented reality).

- Innovative location-based leader board system.

- Social connectivity features including the integration of Facebook / Twitter / Playstation 'near'

- Developing the UI design for all areas of the game.

Implemented and maintained a wiki based design documentation system used by all team members and external publishers.

Responsible for the scheduling and planning of work for sub team members both on and off-site.

Heavily involved in the recruitment of new team members.

Liaising with the external publishers SONY and acting as point of contact on the team.


Presenting the game to press and trade at multiple high profile events including E3.
Brighton, UK
Sep 2008 - Sep 2010
Black Rock Studio - Walt Disney Co
Game Designer - Split Second (PS3 / XBOX360)
Responsible for the design, concept and creation and implementation of powerplays for multiple environments in the game.

Responsible for producing grey box animations in Maya for the artists and animators to work from.

Worked closely with the code department to develop tools to aid in the creation of powerplays in the studio.

Attended multiple media events across Europe as spokesperson for design team.
Brighton, UK
Sep 2006 - Sep 2008
Black Rock Studio - Walt Disney Co
Lead Freestyle Designer - PURE (PS3 / XBOX360)
Responsible for the work scheduling of sub team-members.

Responsible for the organisation of Design discussions; the communication of design ideas to the rest of the team; the relaying and resolving of any issues which arise from design decisions.

Designed all Freestyle specific game mechanics, tricks and AI behaviours and worked closely with the programmers to implement.

Work closely with animators, programmers and artists on all the trick animations and cameras.

Designed and built levels for the game including reference material gathering and creation of level design documentation.

Formed part of the team responsible for sourcing and reviewing music tracks for the game.

Responsible for creating the characters in the game including background stories, appearance, clothing and special tricks.

Responsible for creating all character scripts as well as casting and directing actors at the external recording studio sessions.

Member of the studios 'Game Review Panel' formed of select studio members to review and provide feedback on key areas for all games in the studio.

Attended multiple media global events during 3 month PR trip as spokesperson for the game.
Brighton, UK
Mar 2005 - Sep 2006
Climax Racing
Level Designer - ATV Offroad Fury 4 (PS2)
Designed and built levels for the game including reference material gathering and creation of level design documentation.

Designed the track editor and created tracks for enduro events in the game.

Responsible for in-game trick mechanics including inputs and animation settings.
Brighton, UK
Sep 2004 - Mar 2005
Climax Racing
Level Designer - ATV Offroad Fury 3 (PS2)
Designed and built levels for the game including reference material gathering and creation of level design documentation.

Responsible for in-game trick mechanics including inputs and animation settings.
Brighton, UK
May 2003 - Sep 2004
Climax Racing
Lead QA Technician - Crash & Burn / Italian Job / MOTGP 06 / MOTOGP 3 / HotWheels Titles
Responsible for all in-house testing of all games against TRC and TCR compliances.

Responsible for interviewing and hiring additional testers.

Creating reports for Studio / Game Directors

Responsible for bug distribution to team members and bug database upkeep.

Point of contact for SONY First Party external QA.
Skill Sets
Professional Skills
Communication / High-level writing ability / Strong analytical nature / Creative problem solving / Excellent people skills / Presentation experience to large and small audiences / Efficiency / Organisation
Software Skills
Unity / Unreal Engine 3 / Kismet / Basic Maya Animation skills / Confluence (wiki) / In-house 3D modelling packages / Adobe Photoshop / Sketch-Up / Perforce / Source Tree. I am adept at picking up new software skills quickly.