Books

About Me

My Expertise

I undertake many forms of software research and development, but I have particular expertise in the following areas:

  • Game Technologies - I am familiar with all aspects of game development, including toolchain, current generation hardware and engine architecture.
  • Artificial Intelligence - software to mimic the capabilities of a human intelligence. Both knowledge-based software, and human behavior simulation.
  • Automatic Content Generation - software to create, retrieve, layout and design content for human consumption.

My Background

I have been an avid coder since I can remember. I published my first computer game, Domination, aged 11 in the heyday of the bedroom game development years.

I studied artificial intelligence (AI) and theology at the University of Birmingham in the UK, graduating with first class honors (approximately equivalent to Summa Cum Laude) in each. I studied complexity theory for my PhD, publishing papers on topics as wide ranging as hypermedia, fashion and palaeontology. As part of my research I studied at the Santa Fe Institute in New Mexico.

After leaving university I rediscovered my entrepreneurial drive, founding, running and selling Mindlathe, the largest game AI middleware company of its time. I was responsible for architecting and developing most of our core technology platform, as well as business development and investor liaison. I took the company to a trade sale within the industry in 2003.

I continued to consult in software research and development, both in and outside the games industry, building a core set of technologies that help me provide exceptional value for money. At the same time I wrote three text-books for post-graduate and professional level programmers, the first two of which are published by Elsevier, the third is in production.

I have acted as a non-executive technical director for several high-tech start-ups and have spoken on small-business strategy at national business development events.