CV

John Campbell

Bude, Cornwall

@OrangyTang

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.

Contact

Experience

Technical Director

06/2014- Present

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

01/2011 - 08/2015

Online / Systems Programmer

11/2004 - 01/2011

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

2026

Develop Star Awards
Triangular Pixels - Unseen Diplomacy 2

Jam 2nd Place Winner

2020

Vive Developer Jam
Triangular Pixels - Munch Mania

Breakthrough Brit

2018

BAFTA
(Myself)

Best Social Game and Game by a Small Studio Nomination

2018

TIGA
Triangular Pixels - Smash Hit Plunder

Best Film, TV, Game

2018

EDGE Awards
Triangular Pixels - Smash Hit Plunder

Programming‎ Game Dev Hero

2018

Game Dev Heroes
(Myself)

Best Independent Game Developers

2018

Small Business Awards CV
Triangular Pixels

Most Creative Use of Design - Finalist

2018

Cornwall Business Awards
Triangular Pixels - Unseen Diplomacy

Software of the Year - Finalist

2018

South West Digital Awards
Triangular Pixels - Unseen Diplomacy

Best Game Developers

2018

EDGE Awards
Triangular Pixels

BAFTA Games Awards Nomination - Innovation

2017

BAFTA
Triangular Pixels - Unseen Diplomacy

Best Design/Story Finalist

2016

AMG Awards
Triangular Pixels - Unseen Diplomacy

Best Debut Game Finalists

2016

TIGA
Triangular Pixels - Unseen Diplomacy

Game of the Year Finalists

2016

TIGA
Triangular Pixels - Unseen Diplomacy

Best VR Game Finalist

2016

Unity3D
Triangular Pixels - Unseen Diplomacy

Golden Cube Finalist

2016

Unity3D
Triangular Pixels - Unseen Diplomacy

SEGA Leftfield Selection

2016

EGX
Triangular Pixels - Unseen Diplomacy

'New Studio' Winner

2016

Develop Awards
Triangular Pixels

Develop Indie Showcase

2016

Develop:Brighton
Triangular Pixels - Unseen Diplomacy

Oculus Spring Mobile VR Jam Winner

2015

Facebook
BRONZE GAMES: $10,000
Triangular Pixels - Double Destruction

BAFTA Inside Games

2015

Rezzed and BAFTA
Triangular Pixels - Smash Hit Plunder

Education

Loughborough University

2000 - 2004

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."