CV
A games developer since 2004, and XR since 2012, John has had experience on a variety of PlayStation hardware and immersive devices having worked at Sony London Studio for 10 years.
He works at the bleeding edge new platforms solving the tough technical challenges they bring. With a background in gameplay, systems and networking he specialises in new user experiences and interactions.
Experience
Technical Director
As Technical Director and Co-Founder of Triangular Pixels, John directs the engineering, custom tooling, and architectural strategy for a portfolio of pioneering, critically acclaimed XR titles - while of course still programming himself in C# / Unity. He invented a breakthrough non-Euclidean, redirected walking method for the BAFTA-nominated Unseen Diplomacy, a mechanic he deeply scaled for its highly addictive sequel, Unseen Diplomacy 2 - hailed by Android Central as "one of the best VR games" ever played. His work spans complex multi-platform physics and high-quality social screen rendering for Smash Hit Plunder (PSVR), award-winning asymmetric mobile networking gameplay for Double Destruction, and bespoke B2B VR consulting involving AAA, custom hardware, IP and Unity networking. Driven by workflow optimization, John also engineers the commercial Technie Unity Tools suite, including the chart-topping Technie Collider Creator 2, while his commitment to accessible design earned Unseen Diplomacy 2 a prestigious nomination for Best In-Game Accessibility at the Develop:Star Awards.
Senior Gameplay Programmer
Online / Systems Programmer
During a ten-year tenure at Sony London Studio, John served as a Senior and Lead Programmer, driving core gameplay architecture, rapid prototyping, and high-performance network engineering across multiple PlayStation generations (PS3, PS4, Vita, PSP, and PSVR). He specialized in cross-platform development and multi-language workflows (C++, Lua, C#)—notably leading the gameplay programming for major Wonderbook titles, spearheading the mobile-to-console communication systems for PlayStation Worlds, and rewriting network stacks and streaming galleries for the SingStar, DanceStar, and World Tour Soccer franchises. A versatile technical leader, John consistently bridged the gap between engineering and design, creating flexible, data-driven frameworks, graphics engines, and custom debugging tools that accelerated rapid prototyping and production pipelines across the studio.
Awards
Best In-Game Accessibility
Nomination
Develop Star Awards
Triangular Pixels - Unseen Diplomacy 2
Jam 2nd Place Winner
Vive Developer Jam
Triangular Pixels - Munch Mania
Breakthrough Brit
BAFTA
(Myself)
Best Social Game and Game by a Small Studio Nomination
TIGA
Triangular Pixels - Smash Hit Plunder
Best Film, TV, Game
EDGE Awards
Triangular Pixels - Smash Hit Plunder
Programming Game Dev Hero
Game Dev Heroes
(Myself)
Best Independent Game Developers
Small Business Awards CV
Triangular Pixels
Most Creative Use of Design - Finalist
Cornwall Business Awards
Triangular Pixels - Unseen Diplomacy
Software of the Year - Finalist
South West Digital Awards
Triangular Pixels - Unseen Diplomacy
Best Game Developers
EDGE Awards
Triangular Pixels
BAFTA Games Awards Nomination - Innovation
BAFTA
Triangular Pixels - Unseen Diplomacy
Best Design/Story Finalist
AMG Awards
Triangular Pixels - Unseen Diplomacy
Best Debut Game Finalists
TIGA
Triangular Pixels - Unseen Diplomacy
Game of the Year Finalists
TIGA
Triangular Pixels - Unseen Diplomacy
Best VR Game Finalist
Unity3D
Triangular Pixels - Unseen Diplomacy
Golden Cube Finalist
Unity3D
Triangular Pixels - Unseen Diplomacy
SEGA Leftfield Selection
EGX
Triangular Pixels - Unseen Diplomacy
'New Studio' Winner
Develop Awards
Triangular Pixels
Develop Indie Showcase
Develop:Brighton
Triangular Pixels - Unseen Diplomacy
Oculus Spring Mobile VR Jam Winner
Facebook
BRONZE GAMES: $10,000
Triangular Pixels - Double Destruction
BAFTA Inside Games
Rezzed and BAFTA
Triangular Pixels - Smash Hit Plunder
Education
Loughborough University
BSc, Computer Science
Hobbies
Home Automation | Board Games | Cycling | Swimming | Traditional Art | Factorio
John sometimes engineers open-source tools as personal projects. He authored Tectonicus, a highly scalable Minecraft map renderer that generated Google Map views and raised over £1,300 for charity before transitioning to a community-led, open-source model. He created Rebirth, a flexible 2D game framework optimized for rapid prototyping, and Analog, a vector-primitive map editor built on the Eclipse RCP. Additionally, he developed Albion, a web-accessible roguelike integrating Google App Engine for persistent cloud storage. A veteran of game jam programming competitions, his highly optimized 4KB remake of NiGHTS Into Dreams was celebrated by Edge Magazine as a "pure programming spectacle."