
I spent about two and a half years contributing to several major seasons of Sea of Thieves, a BAFTA-winning, live-service AAA multiplayer title. My work primarily focused on new features, gameplay systems, world events, bug fixing & performance optimisation on both client and server, with cross-disciplinary collaboration across Design, UI, QA, Tech Art and Marketing teams.
Helped ensure a stable launch of a large amount of carry-over content that had been delayed from
Season 3 – A Pirate’s Life (a collaboration with Disney’s Pirates of the Caribbean IP).
Improved design insight with new engagement telemetry.
- Implemented and interpreted data from new telemetry systems, measuring player engagement with the new underwater fortress locations
- Developed “Booty Storage” gameplay interaction at merfolk statues
- Integrated new loot spawning behaviour triggered from underwater shrines
- Implemented a new “Tertiary Action” input interaction
- Supported new Tall Tales content with bugfixing & stability improvements
- Assisted with puzzle room behaviour, interactions, and quality adjustments
Owned multiple new systems end-to-end and solved major technical constraints for the community’s most awaited update. Implemented a new Trading Company for player captains to sell items to,
expanded ship customisation and updated automated workflows.
- Built The Sovereigns trading company system from scratch, data-driven and using existing project assets, enabling acceptance of almost all loot types and auto-routing to relevant companies, all the while triggering Sovereign specific rewards and commendations
- Expanded and refactored the ship customisation system, doubling the number of customisation types
- Implemented the new customisable ship part Blueprints
- Reworked and expanded UI, NPC dialogue flows, and in-game interactions for the customisation experience
- Improved and expanded the automated thumbnail capture pipeline for ship cosmetics
- Assisted with implementing ship cosmetics, damage and resources persistency systems, allowing players to save and restore ship states
- Profiled Outpost islands and implemented an NPC culling system to reduce memory overhead on Outposts, enabling the update to meet Xbox console memory budgets
- Delivered fast server-side hotfixes for live accidents
- Implemented Ship Naming and dynamic Ship Crests
- Collaborated with the Marketing team to showcase new customisations
Helped stabilise a major PvP feature release shortly before launch.
- Joined as part of a rapid-response team of 2 to stabilise late-development stage content
- Quickly adapted to a new team of designers, engineers, QA and production
- Dived into unfamiliar new systems and fixed numerous high-priority bugs in ~3 weeks
- Ensured the new PvP game mode shipped on time and at a polished, high quality state
Introduced major new world-event behaviours, extended gameplay architecture,
and improved abstract backend integration for future booty rewards scalability.
Came in clutch at the end with server profiling and optimisation on
unfamiliar new content, ensuring a stable release.
- Designed a modular and reusable scoring architecture, enabling scalable reward calculation for this and future updates
- Led discussions with design and backend teams, proposing new APIs where gameplay demanded more flexible reward systems
- Implemented world event progression systems and player scoring
- Integrated scoring with backend rewards endpoints in an abstract, extendable way
- Reworked and expanded ship-sinking logic to support new multi-phase sinking states
- Added UI and map features for the new Burning Blade ship, including animations and active score visualisation
- Performed time-sensitive, deep performance optimisations for new puzzle island content alongside two other engineers, drastically reducing replication calls and resolving major server frame-rate issues



