Enabling game teams
Much of my professional work in games has happened one layer below the game itself: building the technology, workflows and engineering practices that let designers, artists and programmers create and ship ambitious work across constrained or rapidly changing platforms.
At Glu Mobile, I designed and implemented a shader-authoring pipeline that reconciled competing commercial and community standards across multiple target platforms. I also researched and built a high-level game-logic solution that combined established tools with internal technology, giving projects a maintainable and high-performance way to author dynamic behaviour.
As Chief Software Architect at Ideaworks3D / Marmalade, I defined architecture and design practices across engineering groups in the UK and Ukraine. The role combined hands-on technical research with mentoring, estimation and process improvement, helping distributed teams make consistent decisions as mobile hardware and platform expectations changed quickly.
Earlier, at Superscape, I designed and led development of tools used by multiple production studios creating games for feature phones and the first generation of smartphones. The recurring problem was the same one I still enjoy solving: hide platform complexity without hiding the control that expert creators need.
Related testimonials
- Michael Steliaros, Director of Research at Glu Mobile
- Bryan Salt, Global Creative Director at Superscape
What this work demonstrates
- Architecture for portable rendering, content and gameplay systems
- Tools designed around the daily work of artists, designers and engineers
- Technical leadership across distributed teams and multiple products
- The practical judgement to balance performance, portability and usability