Resume
Employment
Feral Interactive, London Developer, November 2025 - July 2026
Progressed into an engine development role, using my low-level understanding of C++, compiler optimisations, concurrency, etc., to improve CPU performance across all active projects. Scaled our UI framework to meet the needs of our most data-intensive, grand strategy titles, speeding up Napoleon: Total War’s UI update tick from ~5-8ms/frame to ~600µs by an order of magnitude. Adept at profiling both CPU and memory usage.
Took initiative to integrate CSIR PGO into Feral’s build pipeline, improving performance of CPU-bound ports like Tomb Raider and the Total War franchise by a further ~10-20%.
Developed mentorship skills, onboarding and providing ongoing support for placement students and junior developers joining my projects.
Graduate Developer, November 2023 - November 2025
Shipped my first title in the industry, seeing our mobile port of GRID Legends through its full development cycle and up to release. Successfully overhauled several complex features to support touchscreen controls, including the game’s Replay and Photo Modes. Skilled at debugging on Android and iOS.
Stepped up to become the sole UI/UX programmer on an unnannounced VR project, building embodied interactions and an all-new, immersive 3D interface from the ground up. Contributed to Feral’s backend throughout, fixing bugs in and extending functionality of our core libraries. Proactive about project management, raising UI-related roadblocks and coordinating across departments to best meet our external funding milestones.
Proficient in C++17/20, knowledgable about the LLVM compiler infrastructure and CMake, with a breadth of experience wrangling cross-platform codebases and proprietary game engines.
Fostered skills as a technical communicator, researching, organising, and delivering department-wide dev talks from July 2025 until the end of my time at Feral.
Tripledot Studios, London Junior Level Designer, February 2022 - September 2022
Offered a full-time role on the merits of my contract work, taking on new challenges whilst fulfilling existing responsibilities. A/B tested live games, justifying key design decisions with real-time data. Experienced in SQL and Looker, using visualisation tools to better understand player behaviour.
Assumed responsibility for Woodoku’s weekly Journeys feature, increasing DAU by 11%.
Junior Level Designer (Contractor), September 2021 - February 2022
Created new levels across multiple mobile titles, realising and evaluating ideas in Tripledot’s internal level editors. Confident under constraints, balancing imagination with game specifications and maintaining clear documentation of my work.
Education
MSc Computer Games Technology Abertay University, Dundee, September 2022 - October 2023
Achieved an A+ in the majority of my modules, including: Advanced Procedural Methods, Applied Mathematics and Artificial Intelligence, and Programming for Games. Specialised with a dissertation on procedural narrative.
Winner of the Andrew De Vries Memorial Prize, graduating with distinction at the top of my year.
MA (Cantab) Mathematics University of Cambridge, Cambridge, October 2018 - July 2021
Scored 59% in Part II of the Tripos, missing out on a 2.i by a hair’s breadth. Demonstrably experienced in 3D mathematics, with modules including: Quantum Information and Computation, Principles of Quantum Mechanics, Linear Algebra, Classical Dynamics, Statistics. First learned to code as part of the degree, scoring 85% in my final year computational projects.
Involved in 20+ plays in my time at Cambridge, taking one to the Edinburgh Fringe. Experienced as an actor, writer, and producer. Treasurer of Girton Amateur Dramatics Society (2019-2021).