I turn chaos into structure.
I lead complex, cross functional delivery from a people first perspective, building frameworks that enable great work rather than constrain it. As an agile transformation leader with 25 years across gaming, tech, and enterprise consulting, I bridge the gap between technical teams, commercial partners, and CIO level leaders to keep ambitious projects moving.
I have owned delivery pipelines end to end across console, PC, live entertainment, and risk management inside regulated banks. I balance high level governance with practical, hands on execution in Jira and modern workflows to ensure teams ship reliably.
I adapt my approach to suit the audience, serving as an effective senior interface who protects project scope, provides partner clarity, and drives rapid decision making. I am also an active AI user, helping organisations scale delivery efficiency with the understanding that what holds enterprise AI back is governance, funding, and decision rights, not the tooling itself.
Leading client delivery projects end-to-end. Owning scope, milestones and delivery rhythm, and coaching teams toward ways of working that fit them. The same people-first production discipline, applied to enterprise delivery.
Hands-on production support during critical delivery phases on a fast-moving creative project. Freeing senior leaders to focus on customer liaison and wider project needs while keeping delivery pace.
Led production on Unreal Engine-powered virtual world live events. Each serving thousands of concurrent players in real-time multiplayer experiences. Owned product delivery end-to-end from scoping through live event and iteration. Strategically led and coached the QA team and introduced a QA operating model that improved release quality. Bridged cross-functional teams, aligned vision, and turned delivery chaos into clarity. Championed both product and player. Coached teams in better ways of working without red tape. Collaborated closely with engineering, design, and event partners across each production cycle, building shared ways of working that kept cross-discipline teams pulling in the same direction. Brought genuine empathy to team dynamics — reading when pace, pressure, or ambiguity was creating friction and adjusting the delivery environment before it became a problem. Shipped 11+ large-scale events including SummerCrush, Halloween, Spacerace, NPC Snatchers, HotShots, Mashup, Game4Ukraine, Beyond the Pitch with Zinchenko, and Clash of Fans.
Led the Missions Team. Redesigned the team's delivery systems and planning rhythms to increase predictability across engineering and design. Introduced frameworks that clarified scope, ownership and progress; lifted delivery consistency across multiple feature streams. Acted as the link between leadership and production. Translating creative goals into realistic, trackable outcomes. Reduced production friction by improving tooling, communication flow and alignment across disciplines. Proactively identified gaps in how the team was planning and tracking work, and independently redesigned the delivery system without waiting to be asked.
Embedded risk management into engineering and AI teams without slowing delivery. Created and rolled out new digital risk frameworks across the bank, improving clarity and consistency. Advised the CIO and CDO on technology posture. Influencing investment decisions and producing measurable risk reduction. Provided strategic risk guidance that accelerated approvals on major AI and cloud initiatives while keeping teams empowered.
Delivered multiple digital projects for global clients through structured rollouts that replaced reactive work with predictable frameworks. Improved campaign velocity by unifying agencies and client teams across shared delivery principles. Reduced project overruns through clearer scope control, better tooling, and tighter stakeholder alignment. The delivery template I established here became the standard for future client work.
Built a career foundation in QA where attention to detail wasn't optional — progressing from test execution to production by consistently catching what others missed and turning that rigour into process. Started in QA at SCi Games (2000) and progressed to Production across SCi, Eidos, nDreams, Zoë Mode, and Electronic Arts. 28 shipped titles across PS2, PS3, PSP, Xbox, Xbox 360, Wii, Nintendo DS, GameCube, Windows, and Dreamcast. Including Harry Potter and the Deathly Hallows: Part 1 & 2, Reservoir Dogs, Constantine, the Conflict: Desert Storm series, Richard Burns Rally, and Grease Dance.
25 years across games, live entertainment and complex enterprise delivery.
28 shipped titles, plus 11+ Unreal Engine live events at Improbable. From console & PC releases to virtual worlds serving thousands of concurrent players.
Edison.wtf · interactive event
Edison.wtf · interactive event
Edison.wtf · interactive event
Victory League · football fan experience
Victory League · football fan experience
Victory League · football fan experience
Every game shipped and live event delivered. From QA at SCi Games in 2000 through to Production at EA, and virtual world live events at Improbable.
Data cross-referenced with MobyGames ↗
Building a studio, scaling a team, or producing a title that needs a steady hand on the pipeline? Drop me a line.