Experience

NZXR

Director & Co-Founder

July 2020 -

  • Starting up a new studio

  • Wearing many hats

Magic Leap / Weta Workshop

Technical Artist

May 2016 - May 2020

  • Technical Artist for Dr. Grordbort's Invaders, Magic Leap’s flagship game

  • Made our games run smoothly and look great on Magic Leap One by guiding the art team with asset budgets and profiler driven optimization

  • Built, maintained and evolved asset production pipelines in flight as our hardware, SDKs, and Operating System moved from prototypes to shipped consumer devices

  • Boosted artist productivity with tools to publish models and textures with visual diff against previous versions. This was written in Python, Qt, OpenGL, and GLSL

  • Designed and championed accessibility guidelines for our games, culminating in an update wholly focused on accessibility features

  • Developed ‘room scan’ shaders in partnership with the Studio Director. Achieved the design goal of looking amazing and directing player gaze to the right locations

  • Elected, then trained as Health and Safety Representative for Weta Workshop

  • Member of studio diversity committee. Achieved increased applications from underrepresented people in game development

  • I consistently sought alternative solutions to routine overtime as a way of developing a healthy team culture

  • Pushed for prioritizing employee well-being and retention

NOTE: Weta Gameshop is the name of Weta Workshop's game studio. I was employed by Magic Leap, but worked exclusively with the Gameshop team.
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New Zealand Game Developers Conference

Committee Member

2017

  • Committee member for the 2017 New Zealand Game Developers Conference. Contributed to the successful running of the conference

  • I was responsible for social media channels during the event

Pikpok

Analytics Manager

October 2013 - 2016

  • Grew the analytics team from a seed idea to a team of four, highly integrated to the product development and analysis cycles

  • Managed the team day-to-day and interviewed all new hires to the team

  • Designed and built gameplay analytics processing pipeline turning billions of events per month into actionable insights

  • Created real-time dashboards to provide teams with up to the minute information about PikPok’s 30+ products

  • Designed and built custom collection and reporting solutions for key business performance indicators for Decision Makers

  • Bought reports and analysis to product meetings, reviews and scrums. Actively contributed in product decision making

Sidhe / Pikpok

Lead Technical Artist

2008 - October 2013

  • Built PikPok’s Technical Art team from the ground up with a focus on inter department communication, troubleshooting and performance optimization

  • Responsible for the art department's production tools

  • Responsible for all the content pipelines. Developed content pipelines in Unity and 4+ other engines

  • Shipped 10+ Console titles

  • Shipped 30+ Mobile titles including Into the Dead, Giant Boulder of Death, Flick Kick series, Rival Stars Basketball, and Robot Unicorn Attack 2

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