About
We build software people rely on.

Andy Eder
Founder and principal engineer
Code Concise is the software practice of Andy Eder, a software engineer based in South Wales and working remotely with clients across the UK.
Nearly thirty years of that career have gone into software people depend on to get their work done — nineteen of them in defence and secure systems, and the rest across commercial products and the games industry. That background shapes how we work more than what we work on. The habits picked up delivering into security-cleared environments, and on game development schedules where the technical bar is high and the ground moves week to week, turn out to be the same ones that make any product easier to live with: small, reviewable changes, honest documentation, and software that stays quick and predictable, and holds up under the demands actually placed on it.
Most of that work has been inside someone else's team, on an existing codebase, against a roadmap already in motion. We are used to picking up the conventions, tooling and review process a team already has rather than arriving with our own — which is usually the difference between contributing in the first week and contributing in the second month.
We are SC cleared and UK-based, and take on long-term contract engagements. There have been five industry awards and nominations along the way, though the work we are proudest of tends to be the sort nobody notices — because it simply keeps working.
How we work
Four things we hold to, whatever the project is.
Reliability first
Reliable means it works whenever it is wanted — in constant daily use, or opened only every now and then. It should start cleanly, handle whatever it is given, and behave the same way each time. Software that only holds up under the conditions it was demonstrated in is not finished.
Built around the people using it
An interface that stalls, hides what it is doing, or is unnecessarily complex is a defect, whatever the specification says. Years on real-time rendering and simulation set the expectation that software keeps up with the person using it, rather than the other way round.
We fit the way you already work
Your repository, your review process, your standards, your ticketing. We would rather spend the first week learning how a team ships than persuading it to ship differently — and estimates, risks and progress come back in plain terms, early enough to be useful.
Written to be handed over
Most software outlives whoever wrote it. We write code, commit history and documentation on the assumption that someone else — quite possibly on a different team, years later — has to pick it up without us.
Background
Where the years went.
2016 — present
Director and Principal Software Engineer
Code Concise Limited
Providing software design and development services to a range of clients, from small startups to large enterprises. Specialising in C# / .NET, C / C++, TypeScript / JavaScript and web application development.
- C# / .NET
- C / C++
- TypeScript / JavaScript
- Application development
- Web development
Sep 2022 — Sep 2025
Senior Software Engineer (Contract)
General Dynamics UK – Mission Systems
Took full technical ownership of a next-generation operational planning and control application, built for a modern Windows 11 environment using C#/.NET and WinUI 3. Worked to detailed technical specifications and evolving requirements under strict regulatory and security constraints.
- Contract
- Defence
- Secure systems
- Application development
- C# / .NET
- MS Windows / WinUI 3
- UI / UX
- Agile
Jul 2021 — Mar 2022
Senior Software Engineer (Contract)
General Dynamics UK – Mission Systems
Joined a high-performance in-house team to help design and deliver a next-generation tactical communications and information system. Contributed to front-end and core technology used across multiple client-facing applications.
- Contract
- Defence
- Secure systems
- TypeScript / JavaScript
- Web development
- UI / UX
- Agile
Feb 2020 — Jun 2021
Senior Software Engineer (Contract)
Airbus Defence & Space
Joined the client's in-house software team as a front-end specialist to help design and develop a Windows-based application for a cryptographic key management and distribution solution. Operated in a highly regulated environment where correctness, security and traceability were critical.
- Contract
- Defence
- Secure systems
- C# / .NET
- .NET Framework
- UI / UX
- MS Windows / WPF
- Application development
Sep 2016 — Sep 2019
Senior Software Engineer (Contract)
General Dynamics UK – Land Systems
Delivered HCI-focused Electronic Architecture software for the AJAX armoured fighting vehicle, including ISTAR and driver-training variants. Worked within embedded and constrained environments, balancing usability with platform limitations.
- Contract
- Defence
- Secure systems
- C++
- UI / UX
- Embedded
- Application development
Sep 2012 — Sep 2015
Senior Software Engineer
General Dynamics UK
Predominantly worked on the continued development and evolution of a powerful in-house modelling and simulation capability, specialising in the design and implementation of high-performance 2D and 3D visualisation components. Provided business-wide GIS and mapping support to various departments and programmes.
- Full-time
- Defence
- Modelling and simulation
- Research and development
- Secure systems
- C / C++
- C# / .NET Framework
- Web technologies
- UI / UX
- Application development
- GIS and mapping
Sep 2007 — Sep 2012
R&D Software Engineer
General Dynamics UK
Worked as a key member of the highly innovative and productive BLADE team (Battlefield Laboratory and Digitisation Environment), under the Advanced Projects & Technology business line. A significant part of the role focused on the design and implementation of an award-winning advanced distributed modelling and simulation capability.
- Full-time
- Defence
- Modelling and simulation
- Research and development
- Secure systems
- C / C++
- C# / .NET Framework
- Web technologies
- UI / UX
- Application development
Dec 2005 — Jul 2007
Computer Programmer
Rebellion (Strangelite Studio)
What this role covered
Shipped published titles across PC (Windows), Xbox and PlayStation/PSP platforms; specialised in computer graphics and visualisation, with additional work on UI, localisation, AI, gameplay and physics.
- Full-time
- Game development
- C++
- Real-time graphics
- PC (Windows)
- Xbox platforms
- PlayStation platforms / PSP
Mar 2002 — Nov 2005
Computer Programmer
Empire Interactive (Strangelite Studio)
What this role covered
Worked as part of a small team on published Xbox and PC titles; developed in-house graphics technology, ported code across platforms, and contributed to concept demonstrations and prototypes.
- Full-time
- Game development
- C++
- Real-time graphics
- PC (Windows)
- Xbox platforms
- Cross-platform / code ports
Feb 2000 — Feb 2002
Co-Founder / Computer Programmer
BattleMail.com
What this role covered
Designed and developed novel gaming technologies enabling worldwide multiplayer play via email, interactive TV and mobile. The debut title reached over one million users and was BAFTA nominated.
- Full-time
- Game development
- C++
- Multiplayer
- PC (Windows)
- Tech-team building
- Interactive TV
- Mobile
Jul 1998 — Jan 2000
Computer/3D Graphics Programmer
Blitz Games (formerly Interactive Studios)
What this role covered
Joined straight from university; worked on the design and development of a well-known video game franchise, building in-house cross-platform graphics technology alongside broader game development work. Researched new and emerging gaming hardware.
- Full-time
- Game development
- C++
- PC (Windows)
- Sony PlayStation
- Nintendo 64
- Sega Dreamcast
Rather see the work than read about it?
The projects page has selected work and walkthroughs. If you would sooner just ask, that is quicker still.