Developer technology / AMD
I build the engines.
And the worlds within.
Creator of Spartan Engine. Graphics programmer at BeamNG. Previously AMD, Codemasters, and Sony. Twelve years of turning a personal obsession into pixels.
Explore the work
A career inside
the frame.
A complete engine, built from the ground up. Rendering, physics, audio, an editor. Every system is a chance to go deeper.
Inside Spartan
Spatiotemporal reservoir resampling for real-time multi-bounce global illumination. No bake step, no light probes.
All per-draw data sits in a single bindless storage buffer. Push constants carry an index and nothing else.
Ray-queried reflections and shadows sharing one vertex-pulling path with the rasteriser.
From GPU architecture to the final frame. A career working where hardware, engines, and ambitious games meet.
Developer technology / AMD
Senior graphics programmer / Codemasters
Developer technology / AMD
Graphics / Engine Programmer
MTS Developer Technology Engineer
Embedded with studios across the UK and Europe, profiling and rewriting their GPU pipelines. Returnal, The Callisto Protocol and Suicide Squad were among them.
Senior Graphics Programmer
Shipped Dirt 5 across six platforms, from Stadia to Xbox Series X.
Generalist Programmer
Environmental-analysis AI and the debug tooling behind an unreleased PSVR title.
Rendering code used in Godot Engine and S.T.A.L.K.E.R. Anomaly.
Microsoft Imagine Cup
World finalist, 2014.
Rendering, first principles, and the occasional detour into what any of this means.
Always a work in progress.04 / The person behind the pixels
Greece to Manchester. Doom 3 to a game engine of my own. What started as a question about how games work became a life spent building the answer.
The longer storyConversations with people pushing their own fields forward.
Listen to the conversations600+ engineers. Rendering deep dives, work in progress, and a shared obsession with how things work.