Engineering and product leader with 13 years of experience shipping games and game engines. Track record owning product roadmaps, designing release processes, and directing engineering organisations of ~25 people, including hiring and developing technical leads. Applies systems-level C++ architecture expertise through a product management lens: aligning technology strategy with business goals, making build-vs-buy decisions, and driving cross-discipline execution to ship engine and tooling capabilities.

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Skills

Leadership & Strategy : Team Building & Scaling, Roadmap Planning, Hiring & Talent Development, Performance Management, Cross-functional Alignment, Build-vs-Buy Analysis, Stakeholder Management

Technical Production : Agile/Scrum/XP, Trunk-Based Development, TDD, CI/CD Pipeline Design

Engineering & Tooling : C++20/23, C#, Python, Custom Engines, Unreal, git, GitLab, Perforce, TeamCity

AI (LLM) Tooling : Claude, Codex, OpenCode

Experience

PlayerUnknown Productions

May 2024 - Present | Principal Engineer

  • Engine Director for the Melba Engine; Product Management for Preface: Undiscovered World, the engine's tech demo
  • Managing 3 direct reports and 15 indirect reports across engine engineering; coordinating with ML team and technical art pipeline (~25 people total)
  • Own the product roadmap for engine capabilities; designed the company's first-ever release management process; shipped 12 public updates with a fortnightly release candidate cadence

PlaySide Studios

May 2022 - Jan 2024 | Senior Lead Engineer & 2IC of Engineering

Electronic Arts

Nov 2017 - May 2022 | Software Engineer

  • Frostbite Engine: ECS implementation, Product Owner for Material Grid
  • Osiris Mobile Engine: UI databinding rewrite, EASTL migration

University of the Sunshine Coast

Feb 2016 - Nov 2017 | Program Coordinator

  • Promoted from Course Coordinator after one semester; redesigned curriculum and established industry partnerships

Opaque Multimedia

June 2013 - Jan 2016 | Game Engine Developer

  • Developed physics, AI, networking, and gameplay systems for custom TypeScript and Unreal Engine 4 projects

Swinburne University of Technology

Jan 2015 - June 2015 | Sessional Course Coordinator

  • Re-engineered "Physics of Games" course; achieved highest student feedback scores in the subject's history

Education

Swinburne UT

2011 - 2016 | BSc (Hons) Computer Science & Software Engineering / BMm Games and Interactivity

  • Thesis: Gendered Animation in Games - ML-driven tooling for realistic procedural animation
  • Awarded Dux (Top of Class) in Artificial Intelligence for Games, Games Programming, and Research Methods