tombola Games
2018 – 2026
A selection of the games I've built at tombola, from my latest releases to the earliest, showing how the quality has grown over time. Traveling Wilds is my personal favourite.
Hi, I'm
Principal game developer with 10 years in web development, focused on technical direction, architecture and helping teams deliver.
I'm a Principal Game Developer at tombola, where I supervise game projects and set the technical direction for our codebases. My role is about making sure projects stay on track and that the systems we build are ones the whole team can build on with confidence. Alongside the role, I'm currently studying for a Level 6 Degree Apprenticeship in AI Product Engineering with Multiverse.
Over eight years at tombola I've moved from building games to shaping how they're built. I created a shared codebase that all of our game projects are built on, cutting new game setup from days to minutes, easing shared updates and reducing bugs found during QA phases. I've also designed onboarding for new developers, mentored apprentices and junior engineers, and helped improve the process of porting games to international regions.
I'm now looking to step further into technical leadership: helping to plan and run projects, set technical direction and guide teams to deliver.
2018 – 2026
A selection of the games I've built at tombola, from my latest releases to the earliest, showing how the quality has grown over time. Traveling Wilds is my personal favourite.
2026
Helped lay the foundations for tombola to supply its products to third-party operators, working with internal and external teams to define code contracts and seeing projects through to delivery.
2026
A collection of games built while working through a Godot-focused course, to gain a solid understanding of the engine and how to develop games within it.
2020
A shared codebase for all tombola games to be built from, unifying features across projects to speed up development, reduce bugs and ease ongoing maintenance and updates.
2020 – Present
An unfinished personal project recreating the physical Final Fantasy Trading Card Game in digital form, with PixiJS handling the rendering and Socket.IO powering online play.
2016 – 2018
A suite of marketing sites for Auxillis and its group companies, built to provided designs, with a basic CMS so the marketing team could manage their own content.
2010 – 2011
A personal game framework built from scratch in C++ on low-level DirectX 9, writing all of my own systems to gain a deeper understanding of core rendering technology. I used it to work towards creating a 2D bullet hell game called Steam Blimp.
I'm always happy to chat about new opportunities or interesting projects.