Experience
I've spent 30 years making games and playful things: Grand Theft Auto at DMA Design, mobile before smartphones, interactive TV before app stores, then browser, social and whatever came next.
I've shipped 100+ games, led studios' product and production work, built an R&D centre and co-written a book about game making in the 21st century. The thread through all of it is helping people make something worth playing, and giving it a chance to find its audience
How I work
At Denki we called the role Product Architect: shaping what a game becomes and building the process that gets it there. I like being close enough to the work to prototype an idea, question a feature or play through the latest build.
I translate a founder's intent into priorities a team can act on, test assumptions early and keep scope, quality and commercial goals in view. I've spent more than 20 years managing distributed teams and taking responsibility for budgets, capacity and delivery.
Selected experience
Product Lead & fractional advisory
Independent | 2026-present
Product lead on an unannounced AA game, reporting to the studio founder. I work across product strategy, hands-on prototyping, community engagement design and the route to market, including direct-to-consumer monetisation.
Alongside this, my fractional work includes product strategy for a sports-game studio and audience-engagement diagnostics for a games publisher.
Chief Product Officer | Battlepass Labs
2024-2026
Joined at inception alongside the industry veterans behind Grand Theft Auto and Crackdown to productise brand engagement inside live games. I led product strategy, designed the core engagement engine and built functional prototypes, while conducting customer discovery with brands, developers and platform partners.
Executive Director of InGAME | Abertay University
2018-2024
Established and led a £5.3m UK government-funded research and innovation centre for games and immersive media. I was accountable for the programme, budget and team of 12, reporting to a board drawn from industry, universities and the public sector.
We brought researchers and studios together to test ideas, develop new products and explore markets. InGAME delivered 177 industry collaborations and upskilled 2,283 professionals. A 2023 independent assessment projected £84.7m in gross value added to Scotland's economy over ten years, representing a 16× return on public investment.
Managing Director | The Producers
2015-2018
Ran a production and strategic advisory consultancy for media startups, indie studios, education providers and publishers. Selected projects:
- Crackdown 3 - prototyping producer.
- Strawberry Thief - executive producer.
- Tap Tap Bat! Phonics - product lead.
- Games Fusion Project - programme design and delivery.
Producer / Product Architect | Denki
2006-2015
Led development and live operations across mobile, interactive TV, browser and console at a studio recognised as UK pioneers of casual gaming.
Interactive television. We shipped playable games to Sky and DirecTV when the living room had no app store, no storefront and no second screen. Discovery was an electronic programme guide, the input device was a remote control, and the release date was a broadcast slot that did not move. It is the same problem connected TV is solving again now with cloud streaming and phones as controllers, and most of what we learned about designing for ten feet and a thumb still holds.
The production model. 100+ titles in nine years, against fixed budgets, licensor approvals, platform certification and immovable external deadlines. That volume was only possible because we built the system for it: a bespoke production model, a talent pipeline and a release cadence designed around the constraints rather than fighting them.
The games. I produced Quarrel, an award-winning original game, from vertical slice through release on iOS and Xbox 360, scaling the team and establishing the studio's original-IP process. Other work included Denki Blocks! and Save the Day!, alongside licensed games for Shrek, Moshi Monsters, Ben 10, WALL-E and Scooby-Doo, for partners including the BBC, DreamWorks, Fox, LEGO, Mattel, Mind Candy, Nickelodeon and Pixar.
Earlier experience
1996-2006
DC Studios, 2005-2006: Director of Mobile Development, leading design and production on licensed games including Family Guy, Star Wars and NASCAR.
MediaCo, 2001–2005: Digital Producer on interactive campaigns for brands including 3M, Reebok and Nestlé - playable brand work a decade before anyone called it that.
DMA Design, 1996-2000: QA on Grand Theft Auto, mission design on GTA 2, QA lead on Body Harvest and level design on Tanktics.