

A proven leader with 28 years of experience in the video game industry, delivering multiple BAFTA-winning projects for major publishers. Managed teams of over 200 people and budgets in excess of £50 million, while collaborating with industry giants like Sony, Microsoft and Tencent. Proven track record in producing engaging franchises that resonate with diverse gaming audiences globally.
Joined Sumo in May 2012, when SEGA shut down virtually all development management in Europe, and immediately took over the running of the whole of the LittleBigPlanet franchise. Built the LittleBigPlanet 3 team from its early stages of around 15 people, none of whom had any experience of the franchise, through to shipping the game one year after PS4 release, with a team of around 120 people. LBP3 has gone on to sell around 8m units, and is the biggest selling game in the franchise. Following the success of LittleBigPlanet 3 Sony commissioned the same Sumo team to move onto the next project, which eventually became the PS5 launch title Sackboy: A Big Adventure (shipped during full COVID lockdown). Sackboy went on to win 3 BAFTA awards, and one DICE award, and was a critical success. Subsequent to Sackboy the team did move onto another project for Sony, which for various reasons did not make it past 1st playable stage. Since then the effort has been on a large title for Tencent, who are now the owners of Sumo Digital.
Started at SEGA as Executive Producer, responsible for the companies 'entertainment' titles, including The Club with Bizarre Creations, Alien vs Predator with Rebellion and House of the Dead: Overkill with Headstrong Games. As a result of being so successful in that role, was promoted to Head of External Development in early 2010. This role basically took responsibility for managing all of SEGA's European output both internally and externally, and reporting directly to the Senior VP of development for the whole of SEGA. The role also meant managing a team of 10 Producers who between them were responsible for titles as diverse as Creative Assembly's Total War series, Sports Interactive's Football Manager, Avalanche's Renegade Ops and the Sonic Allstars Racing franchise with Sumo Digital.
Joined the Burnout Dominator team at EA Studios in Chertsey after being made redundant by LEGO. The job entailed managing the development of the last PS2 and PSP versions of the Burnout franchise, consisting of a team size of over 35 people, plus extensive use of art outsourcing. Took the title from pre-production through to Alpha (which was delivered bang on time). Day to day responsibilities included the production and management of the planning schedules, managing the risk register, dealing with outsourcing partners, tracking milestone deliverables, producing reports for EA management, and of course managing and developing 35+ people.
Joined LEGO Interactive as Executive Producer in January 2003, after being headhunted while at Eidos, and was immediately entrusted with overseeing the companies 2 biggest interactive franchises – Bionicle and Drome Racers. Bionicle had already been in development for close to 18 months and was initially in a very bad way. However LEGO had, for the department to survive, to have the game in the stores by the middle of October 2003. This was achieved, and the game went on to sell close to 800,000 units (the largest figure for a LEGO game, at that time. Latterly worked with Bizarre Creations on a new iteration of the LEGO Racers franchise, and also worked alongside Travellers Tales on the development of the LEGO Star Wars game.
Was taken on by Eidos in October '98 as a Producer, specifically to look after their FA Manager PSX football management game. Having joined Eidos, and demonstrated the necessary abilities, was also then entrusted with the UEFA Champions League brand of arcade style football games, of which there were 2 Eidos produced iterations, both of which received critical acclaim. In early '99, also took on the responsibility of overseeing future development of the Championship Manager franchise, as well as Eidos’ Olympic videogames franchise (Sydney 2000 and Salt Lake 2002), and therefore becoming Eidos’ ‘sports producer’ as well as being promoted to Senior Producer. At the beginning of 2000 was promoted to the role of Executive Producer, which meant managing and training a team of 6 producers, and overseeing all aspects of the development, from initial contractual and license negotiations through design, product planning and mastering, of a range of titles spanning all genres. In the final 6 months started to set up the new internal Championship Manager studio, which became Beautiful Games. Titles produced or overseen while at Eidos include: UEFA Champions League Season 98/99 and 99/2000(PSone and PC) Championship Manager 3 Seasons 00/01 and 01/02 Hitman 1 (PC) Hitman 2: Silent Assassin (PS2, PC, Xbox and Gamecube – now sold over 3 million units) Hitman 3: Contracts Startopia (PC) Sydney 2000: The official videogame of the summer Olympic games (PC, PSone and Dreamcast) Salt Lake 2002: The official videogame of the winter Olympic games (PC and PS2)
Hired by studio manager Jonathan Freedman to become part of the external development team in the Psygnosis Leeds studio. The role involved producing 2 flight sim. products, as well as a remit to find new external product for the company. Also worked on Sentinel Returns, as well as PFA Soccer Manager, which was later taken on by Eidos and renamed FA Manager. During this time established good contacts with most of the independent developers in the north of England and, as a result, brought many publishing opportunities to the board of Psygnosis.
Multi disciplinary leadership
Team building and development
Project management
Client relationship building
Oversite of multi million £ budgets