Here you'll find a top-level record of my graphics-related professional experience, and a bit about me. Kind of a mini résumé of sorts, to replace my use of LinkedIn. I've done other things in my career, mostly systems programming for Internet companies, but graphics is what I've loved to do since I first fired up GLQuake. If you want to know more about anything here, or the other things I do or have done, drop me a line.
What I Do
I'm a graphics architect in the Game Engineering team at AMD. The Game Engineering team works on advancing the state of the art in graphics and processor performance for games, working directly with all kinds of game developers to make sure that their games look great and run amazingly well on Radeon GPUs and Ryzen CPUs.
Who I Am
I'm a 42 year old graphics guy that started out in technical journalism, covering the PC as a whole, before specialising in graphics analysis. After getting started writing driver tweaking utilities for 3dfx, and programming small 3D apps against GLide, I started writing about computing, PCs and GPUs for a living, before eventually jumping over the fence to help make them.
Developer Technology Architect, CGISV
Helping to advance the state-of-the-art in gaming graphics and performance for AMD GPUs and CPUs.
Senior Director, PowerVR Graphics
Defining and driving development of PowerVR GPUs and ray-tracing IP.
Mar 2017 - Jun 2019
Senior Manager, Game Engineering
Senior manager for the European game engineering team. Working on making games look and run amazingly well on Radeon GPUs.
Jul 2016 - Mar 2017
Senior Business Development Engineering Manager
Senior manager for the UK engineering team inside Business Development. Traing and progressing team principles for CPA and the demo team. Architect for Atlas, PowerVR's next generation performance analysis system.
Apr 2014 - Jul 2016
Business Development Engineering Manager
Formalised position as manager of the engineering teams. Focused on group strategy, approach and direction.
Sep 2013 - Apr 2014
Senior Business Development Engineer
Introduced a new production pipeline and core technology model to the graphics demo team, and reorganised it around two streams of production (art and technology). Recruited PowerVR's first technical artist. Introduced new method and tools to rethink how PowerVR approaches graphics performance analysis.
Jan 2010 - Sep 2013
Leading Competitive and Performance Analysis Engineer
Formed the new Competitive and Performance Analysis group. Responsible for its day-to-day work and direction, and recruitment growth. Architecture analysis of all modern embedded GPUs. Performance analysis in pre-silicon environments. ISV relations. Competitive positioning. Semiconductor market analysis and forecasting. In-house benchmark specification and development.
Editor and Deputy Editor
Editor until April 2011, publishing a variety of architecture and performance analysis articles on contemporary GPUs and GPU architectures. Notably NVIDIA G80
, NVIDIA GT200
and ATI R600
. Developed in-house tooling, drove technical and editorial direction and maintained the website infrastructure. Curated the forums, managing a small team of moderators. Mentored Alex Voicu for his run as editor between April 2011 and July 2015.
Group Technical Editor
Employee #1, responsible for all of the site's technical content. Drove the technical editorial direction. Developed tools and methodologies. Analysed nearly 100 DX8 and DX9-era graphics products over 6 years.