Project
Blitz Games, Empire Interactive & Rebellion

- C++
- Game Development
- Real-Time Graphics
- PC (Windows)
- PlayStation
- Xbox
- Nintendo 64
- Sega Dreamcast
Nine years, three studios, and a run of published titles across PC and console. It was work in a high-pressure environment, where any given day could throw up a fresh set of problems, and it taught two things quickly: how to write high-performance code (including debugging and optimisation), and how to collaborate efficiently when up against tight schedules. Both carried over intact into everything that followed, outside of games.
Blitz Games (formerly Interactive Studios)
Jul 1998 — Jan 2000
Joined straight out of university and was assigned immediately to a new team working on Frogger 2, part of a long-running and popular video game franchise. The work was primarily the ongoing development of in-house graphics technology across multiple platforms, PC and console alike, alongside other parts of game development — gameplay mechanics, basic AI, scripting systems and similar — and supporting colleagues on other projects as the business needed.
Duties included:
- Development of in-house, cross-platform graphics technology in support of multiple projects.
- Research and development using new and emerging gaming technologies.
- Assisting the lead programmer in producing work plans to meet milestone deliveries.
Technologies used included:
- C and C++
- DirectX / Direct3D and OpenGL
- Proprietary APIs and libraries



Empire Interactive (Strangelite Studio)
Mar 2002 — Nov 2005
One of a handful of programmers working on various PC games, several of them ports from other platforms. Spent a few months porting Crazy Taxi from the Dreamcast to PC, and was part of the team on Starship Troopers, which endured a difficult and compressed development. Also worked on Delta Force: Black Hawk Down – Team Sabre, with smaller contributions to the PC port of Virtua Tennis and the Xbox version of Crazy Taxi 3: High Roller.
Duties included:
- Development and support of in-house graphics technology.
- Porting of code from one platform to another.
- Working on design documents and concept demonstrations.
Technologies used included:
- C and C++
- Microsoft Visual Studio
- DirectX / Direct3D and OpenGL
- Cg and HLSL
- Proprietary APIs and libraries



Rebellion (Strangelite Studio)
Dec 2005 — Jul 2007
Many varied and interesting games across PC, PSP, Xbox 360 and PlayStation 3. Directly credited on Harry Potter and the Order of the Phoenix and Star Wars: Battlefront – Renegade Squadron, and alongside those, contributed to Asura — Rebellion's in-house game and graphics engine, which has since run titles including Alien vs Predator and the Sniper Elite series. Other work covered special effects, UI design, localisation, AI and gameplay mechanics.
Strangelite Studio became Rebellion Liverpool following the acquisition, which is why both names attach to this period.
Duties included:
- Development and support of various game projects across multiple platforms.
- Regular reports and updates to the lead programmers.
- Ongoing support and development of in-house gaming technology, current and future generation.
- Working on design documents and concept demonstrations.
Technologies used included:
- C and C++
- Microsoft Visual Studio
- SourceSafe
- DirectX / Direct3D and OpenGL
- Proprietary APIs and libraries



Frogger is a trademark of Konami. Crazy Taxi, Crazy Taxi 3: High Roller and Virtua Tennis are trademarks of Sega. Starship Troopers is a trademark of Sony Pictures / TriStar Pictures. Asura and Sniper Elite are trademarks of Rebellion. All other game names are trademarks of their respective owners. Game imagery on this page is reproduced to illustrate credited work and remains their copyright. The studios and publishers named here are former employers and credits, not clients of Code Concise, and nothing on this page implies their endorsement.
These roles also appear on the career timeline.