During my time within the Games Industry, working within my roles of project manager, producer, development manager & Senior Development manager, I’ve delivered a number of projects, some of which are list below.
Steel Hunters
Steel Hunters is a Free-to-play PvPvE arena style 3rd person shooter, where the player controls a futurestic mech fighting for resoursces.
- Led cross-functional development team of 15 developers focused on Game Mode and Level Design.
- Planning and execution of Early Access delivery & Early Access feature Updates.
- Delivered a new game mode within two months for release, coordinating with other teams and stakeholders.
- Fostered a live operations mindset within the team through workflow and process changes, delivering updates and hotfixes.


Le Mans Ultimate
Le Mans Ulitimate, a realistic Sim Racing game that’s the official game of th FIA World Endurance Championship developed my Studio 397 & Motorsport Games.
- Led cross-functional development team of 60 Developers on live service early access title Le Mans Ultimate feature updates, DLC, Patches & Hotfixes.
- Developed process improvements to encourage closer collaboration between disciplines, leading to improved communication and alignment within the teams.
- Mentorship and line management of Junior Producer, with the goal of promoting them to Mid-level within the year.
- Fostered external relationships with clients and partners for both “Le Mans Ultimate” and “rFactor2”.
Classified: France 44
CF44 is a turn-based tactical strategy game for PC and console. It is set in the run-up to D-Day, and the player controls a group of special forces and resistance fighters who pave the way to D-Day.
- Senior Producer responsible for leading the development team (27 Developers) on Studio’s debut title, Classified: France ’44 and all its DLC Content.
- Point of Contact for 3rd Party Publisher, liaising with their Production and Release management teams.
- Oversaw localisation efforts, ensuring all documentation was up to date and effectively integrated.
- Line management of the internal QA team, ensuring QA processes were streamlined, reducing the time from identification to resolution in preparation for the game’s launch.
- Implementation of a new set of management tools (Jira, Confluence) & associated processes, improving feature and backlog visibility for both the development team and studio stakeholders.


Transformers Reactivate (Cancelled)
Transformers Reactivate was a AAA third-person shooter developed for PC & Console. While working on this project I was responsible for several of the cross-discipline teams. Specifically the gameplay and level design teams, alongside the environment teams.
- Led the internal development team consisting of the Missions team and Level Design & Art disciplines (60 Developers).
- Developed Design/Art handover process, ensuring asset requirements were known earlier.
Star Wars Hunters
Hunters is a third-person arena hero shooter developed for mobile and switch. Splash Damage worked with Boss Alien and Zygna to develop the game’s Mobile version. Ensuring it was ready for launch.
- I led the internal development team (17 Developers) consisting of Game Design, Character Design, Level Design, Gameplay Code (Feature and Character), AI, UI/UX & QA disciplines,
- Managed the relationship with external Co-Dev & Publisher (Boss-Alien).
- Developed feedback processes for Design documentation, leading to quicker alignment and signoffs.


Gears 5
Gears 5 is a AAA Third-person cover shooter developed for Xbox and PC. Splash Damage worked with The Coalition to deliver both the multiplayer ‘Versus’ maps and the environments for the game mode ‘Escape’.
- Managing an internal development team (47 developers) consisting of Level Design, Environment, Lighting, VFX, Technical Art, Concept Artist, Character Artists, QA & Junior Producers,
- Primary point of contact for the Production and Outsource teams at The Coalition.
- Developed Art/Outsource workflows and pipelines, improving asset creation pipelines, speeding up request-to-delivery times.
Perfect Balloon Flight
Designed as a 4D immersive VR arcade experience. This was an ambitious project with a time frame of only four months to take this from an initial pitch to a finished 15-minute experience across an alpine mountainside.
- Led internal cross-functional teams of 10 for 4D VR Arcade Experience.
- Liaising and management of contractors and external service providers and hardware manufacturer.


The Assembly
The Assembly was one of the first long-form narrative-driven games released for VR.
- Led internal cross-functional teams of 20-45 developers in development of title across 3 hardware platforms (Oculus, VIVE, PSVR).
- Implementation of new planning and tracking tools (Jira), increasing team visibility and alignment on development tasks/backlog.
- Collaborated with the senior leadership team to develop and document project & production processes.
- Building relationships with 1st party platform/hardware holders for developing VR Tech & Outsource.
- Led internal R&D team, developing new approaches and VR best practices, which were adopted into other projects.