Resume
Table of contents
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
- Increased sprint predictability from 30% to ~90%; reduced defect generation by 67%
- Projects: Age of Darkness, Civilization 7 VR
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