I started working at Codemasters in Autumn 2016. Over the last 8 years I have worked on 7 cross-platform and (in many cases) cross-generational titles, with a mixture of using both commercial and in-house development engines. This journey has taken me from a post-graduate Programmer role to the Group Lead UI Engineer for the F1® Live Service team.
Below is a brief description of my different roles during my time at Codemasters, now part of EA.
F1® Series Live Service
Releases: F1® 25; F1® 24; F1® 23; F1® 22; F1® 2021; F1® 2020; F1® 2019
Technical Skills: Visual Studio; C++; XML; JSON; C#; Ego Engine; Perforce; Cross-platform development; Cross-generation development; Multi-branch development; Multi-project support;
Platforms: PC (Steam); PlayStation 5; Xbox Series; PC (Origin/EA App); PlayStation 4; Xbox One; Google Stadia;
As Group Lead, I am driving the team’s technical direction, tools workflow efficiency, and technical risk management. I am iterating on our workflows to identify bottlenecks, improve documentation, and identify automation and tooling opportunities. These changes have already aided the delivery of features with increasing scale and quality while also making progress on decreasing the implementation time.
Additionally, as a Live Service Engineer I have worked on custom pre-launch builds (press builds, betas, trials/demos), user analytics, and post-launch feature development alongside stability and qualitative bug fixing. This involves rapid learning of unfamiliar features and systems, writing higher-risk code, and running my own testing coverage due to limited QA availability post-launch. This work must then be merged back into the main project branch with minimal disruption to the team working on the next project.
I switched to the Live Service team when it was created at the end of the closeout phase for F1® 2019 and have since supported 7 titles with the team. Each project cycle the team has grown in ambition for the content we want to deliver to the player. This content is helping to drive engagement and retention in our players while keeping up with the twists and turns of the real F1® season.
F1® Series Feature Team
F1® 2019

Technical Skills: Visual Studio; C++; XML; JSON; Ego Engine; Perforce; Cross-platform development; Multi-project support;
Platforms: PC (Steam); Xbox One; PlayStation 4;
I was a UI feature programmer on the F1® feature team, working through the full 2 year project lifecycle of F1® 2019. I was focused on implementing features to design specs using an in-house engine, adapting to design changes, coordinating with my counterparts in the game and UI art teams, and then completing closeout to ensure the successful launch of the project.
The game was released to positive reviews and received an average Metacritic score of 87!
The F1® 2019 launch trailer can be found here!
Micro Machines World Series

Technical Skills: Visual Studio; C#; XML; Unity; Perforce; Cross-platform development;
Platforms: PC (Steam); Xbox One; PlayStation 4;
I joined the studio as a UI/Game feature programmer during the early production phase of Micro Machines World Series. The game was built from the ground up in less than 12 months using the Unity game engine. I worked through the main production phase and then closed out the project to full release.
You can watch the launch trailer here!






