I was born in the mid-1970s and grew up through the 1980s and early 1990s in the Midlands, UK. It was a very different world: smaller, slower, and far more analogue. Your connection to the wider world came through a handful of TV channels, whatever was showing at the cinema, the local library, comic shops, and the toys you could persuade your parents to buy.

It was also a remarkable period for popular culture. Star Wars, He-Man, Thundercats, Knight Rider, E.T., Jaws, Aliens, The Trap Door, arcade games, and the rise of electronic music all left a permanent mark on me. I was lucky enough to grow up during the final years of that analogue world and still be young enough to experience the digital revolution that followed.

The first computer that truly changed my life was the ZX Spectrum. For the first time, you could control what appeared on your own television screen. It wasn't just entertainment anymore; you could create.

Like many kids of my generation, I became obsessed. I spent my time drawing comics, designing board games, building Transformers out of LEGO, creating computer graphics, experimenting with early desktop publishing, making music, scanning images from VHS tapes, and generally finding new ways to make things. The technology was primitive by modern standards, but it felt limitless.

The Atari ST and Amiga took that even further. Suddenly one machine could be used for graphics, animation, music, typography, and games. Looking back, many of the skills that would later define my career were already there in some form. I just didn't know it at the time.

That fascination with creativity and technology eventually became a career.

Over the last 28 years, I’ve worked across games, film, television, advertising, digital products, and automotive HMI design. I've had the privilege of contributing to globally recognised brands, products, and entertainment properties, including Star Wars Jedi: Survivor, Halo Infinite, Halo 5, Madden NFL 20, DJ Hero 2, Kameo, Perfect Dark Zero, Viva Piñata, Guitar Hero Live, Call of Duty: Modern Warfare 3, Space Jam: A New Legacy, Fast & Furious 9, and a range of next-generation automotive programmes for Lotus, Jaguar Land Rover, Cadillac, Fisker, and CEER.

Alongside client work, I've founded studios, secured funding, built teams, and developed independent products including Super Powerboy, Alpha Zoo, and Fuzz Battle.

Throughout that journey, I’ve always tried to learn something from every project: a better process, a new skill, a different perspective, or a more effective way of bringing people together to solve problems. The tools have changed dramatically, but the motivation has remained the same: make something good and make it better than expected.

You don’t create memorable work by simply doing the job. You have to care about the outcome, understand the craft, and push beyond the obvious solution. That mindset has led me towards projects that sit at the intersection of creativity, technology, and innovation throughout my career.

What you’ll find here is a snapshot of that journey. Most of it is real commercial work created for real clients, products, and audiences. It isn't a collection of speculative concepts or portfolio pieces designed purely to look good. It’s work I created myself or led directly, complete with the successes, compromises, and lessons that come with delivering projects in the real world.

Making good work requires curiosity, technical understanding, persistence, collaboration, and attention to detail. It means showing up, putting the hours in, spotting opportunities, and working with talented people who care as much as you do.

One observation from David Hockney has always resonated with me:
"You need to have a natural talent. But talent is not enough. You must work at it. There are quite a few talented people, but they don't work enough. I just think of myself as a worker, actually. It's all I do."

I think there is a lot of truth in that. Over the years I've met many talented people, but the individuals who consistently produce great work are usually the ones who remain curious, keep learning, and are willing to put the effort in. Looking back across nearly three decades of my own career, I've always thought of myself in much the same way: as someone who enjoys making things and is happiest when creating, improving, and solving problems.

The tools, industries, and technologies have changed beyond recognition since I first sat in front of a ZX Spectrum, but the underlying motivation remains exactly the same. I still enjoy the process of making things, learning new skills, solving problems, and working with talented people to create something better than any of us could achieve alone.

That has been the thread running through everything I've done.
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