Professional Work
Best Evolving Game – Winner (2021)
Best Evolving Game – Nominee (2019, 2021, 2025)
Best Multiplayer – Nominee (2019)
“Sea of Thieves offers the essential pirate experience,
from sailing and fighting to exploring and looting
everything you need to live the pirate life and become a legend in your own right.”
- AAA Xbox Studios Live-Service Title
- Large World PvPvE Sandbox Multiplayer
- Cross-Platform – XBox | Steam | PS5
- Unreal Engine 4 | C++ | Blueprints
- 2021 BAFTA Awards Winner
- Co-developed with Rare
Contribution
As part of a co-dev team and closely collaborating with different disciplines (QA, Design, UI, Backend, Marketing, etc), I have helped ship multiple seasons of Sea of Thieves.
I built the Sovereigns trading company from scratch, expanded ship customization, implemented Xbox memory optimizations, delivered live server hotfixes, designed & implemented scalable scoring/reward architecture for major seasonal releases, just to name a few…
I have a whole page going into more detail on each season I have worked on, so please check it out!
View all my contributions
- Just Released!
- Multiplayer FPS | Realistic Military Sim
- Unreal Engine 5 | C++ | Blueprints
- Co-developed with BULKHEAD
Contribution
I was part of a small outsourced engineering team supporting WARDOGS as production ramped up, with a focus on maintaining feature quality and stability.
We fixed 100+ issues across the codebase, improving client and server stability, gameplay behaviour, and overall player experience.
I worked primarily on gunplay, player interactions, the player inventory system, vehicle seats, vehicle physics, and UI.
I also developed engine tooling to strengthen existing asset and data pipelines with additional verification and validation.
I defined and rolled out an OBS capture template for high-quality gameplay footage, documenting the workflow and presenting it to the team. This established an internal standard for playtesting, bug reproduction and issue tracking.
Our team regularly participated in closed playtests, identifying issues that had escaped normal QA testing and providing detailed feedback supported by high-quality gameplay footage.
“Le Mans is a continually evolving story… powered by emotion, speed and glory…
From the creators of rFactor 2 – Studio 397 pull the covers off Le Mans Ultimate – the official game of the FIA World Endurance Championship and 24 Hours of Le Mans. Play-out the exciting new era for sports car racing, as you strap yourself into the high-speed cockpit of some of the most exciting racing cars to ever hit the track.”
- Proprietary Engine (rFactor 2)
- Porting PC to Xbox and PS5
- React | TypeScript | C++
- Co-developed with Studio397
Contribution
I was one of four engineers on the initial team responsible for bringing Le Mans Ultimate and its proprietary engine rFactor2 to consoles. We played a major role in establishing the technical foundations for this project, with a particular focus on replacing the existing UI integration framework, Chromium Embedded Framework (CEF), with Coherent Gameface.
This required deep work across C++ engine systems and platform-specific constraints. We implemented the full Coherent Gameface rendering pipeline, wiring input, events, and resource loading; resolving threading and lifetime issues between engine and UI layers; and ensuring consistent behaviour across PC and console builds. We also re-architected multiple UI flows in HTML/SCSS/TypeScript to work within Gameface’s stricter layout and rendering model, while profiling and optimising performance, memory usage, and startup times.
Following the delivery of several key milestones to a high production standard, the project rapidly expanded from the original four-engineer team to a multidisciplinary team of more than 20 developers. I helped onboard new engineers by documenting established systems and workflows, sharing implementation knowledge, reviewing work, and supporting developers as they became familiar with the new codebase and adjacent technologies.
- FPS | Horror | Co-op | Survival
- Unreal Engine 5 | C++ | Blueprints
Contribution
On this unreleased in-house project, I owned several core systems across a mature Unreal Engine codebase.
I designed and implemented an adaptive, event-driven music system using the Unreal Engine Quartz Subsystem: the music changed dynamically with gameplay, allowing for seamless on-beat transitions, perfectly synced to each track’s BPM.
I also led a modern UI revamp using Slate and UMG, building a modular and designer-focused pipeline for new user interface implementations.



