Engineering & Production Leader
I started as a programmer, became a producer, then led engineering organisations of 100+ people. That progression isn't common anymore — but it means you're getting someone who understands the work at every layer, from the codebase to the org chart. With AI reshaping what teams can do, that depth is the difference between adopting tools that genuinely help and just making the same mistakes faster.
More people, more meetings, less shipping. Decisions that used to take a conversation now take a committee.
New squads, new leads, new process — and it's not landing. People are confused about who owns what, and the work is falling between the gaps.
They're only finding out at the end of a sprint. The roadmap says one thing, the backlog says another, and nobody's confident in either.
They're waiting for approval on things they should feel confident deciding themselves. The team is capable — but something in the way the organisation operates is holding them back.
These aren't technology problems. They're structure, communication, and trust problems. And they're what I spend my time fixing.
Teams ship best when they understand the direction clearly enough to make decisions without checking upstairs. The job is to make the vision concrete and the boundaries visible — then get out of the way.
When someone on a team can explain why they're building something, not just what, that's when it's working.
Most of the time, the fix isn't a new process or a better tool. It's finding the habits that quietly eroded trust and ownership — and replacing them with clarity. Which ones to introduce and which to strip back depends on the team. Every org has its own history. Some of those habits are good. Some outlived their purpose. The skill is telling the difference — with the team, not to them.
If something isn't going to ship on time, it's better to say so early. If the plan is wrong, it's better to change it than defend it. Teams respond well to candour when it comes with respect — and when it's followed by a proposal, not just a diagnosis.
What I Do
Grown and managed engineering organisations of 100+ people.
Full lifecycle ownership across multi-year, multi-studio programmes.
Bridging engineering, art, design, and product across titles like Far Cry and Watch Dogs.
Evolved a specialist technology group into a 45-person multidisciplinary platform team.
Career roots in programming. Conversations with engineers start from shared understanding.
Built trust across studio leadership, publishers, and cross-studio collaborations.
Writing
Writing publicly is new for me, but there are things I've learned over time that I think could be useful so I've been trying to write them down. Published on Substack.
The bottleneck used to be implementation; more and more, it's understanding what you actually need.
"They just have better tools now."
If AI makes it quick to build functional software, small teams can stop buying tools built for everyone and start building tools that actually fit. The bottleneck shifts from implementation to understanding what you actually need.
Series: Building a Job Search System
A three-part series on building structure, running a search like a product, and using AI without outsourcing your thinking — and the essay that distilled it all into a single principle.
Part 1
Owning a structure for your thinking matters more than any single skill or line on a CV.
Part 2
Treats the job search as a product with a backlog, flow states, and an audit trail.
Part 3
AI prepares the material for thinking; it does not do the thinking.
The essay
Teams with strong fundamentals get more effective with new tools; teams without them make the same mistakes faster.
Career
One company, many roles. Everything below happened at Ubisoft Reflections in Newcastle upon Tyne, with the engineering manager role also spanning Ubisoft Leamington.
Apr 2024 – Apr 2025
Producer — New IP
Gameplay Producer on a new IP, coordinating multiple disciplines and moving from early validation towards a clearer feature set.
Mar 2022 – Apr 2024
Studio Engineering Manager
Ubisoft Reflections & Ubisoft Leamington
Led the studio's engineering population of 100+ engineers across two locations, managing leads and senior leads across multiple projects.
Mar 2020 – Mar 2022
Producer — Tom Clancy IP
Producer supporting multiple teams working under Ubisoft Tom Clancy brand guidelines.
Mar 2019 – Mar 2020
Producer — Studio Initiative
Shaped a studio-wide talent initiative built around a university competition, defining the brief and criteria to surface candidates with skills matching the studio's needs.
2014 – 2019
Producer — Vehicle Specialist Team
Producer for a vehicle-handling technology group that evolved into a multidisciplinary shared platform team of 45+ people.
2012 – 2014
Producer — The Crew
Broadened the team's remit across gameplay, art and audio, establishing clear feature ownership. Took responsibility for the PlayStation SKU and collaborated with the lead studio in France.
1994 – 2012
Engineering & Programming Roles
Progressive engineering roles from Junior Programmer through to Lead Programmer and Project Technical Lead.
Say Hello
Whether it's an opportunity, an idea, or just a conversation worth having, then drop me an email or connect below.
Based in Newcastle, open to remote and hybrid across the UK and EU.