Mini Bio

My PhD research was in computer science and complexity science, although I also published in web-technologies (and even paleontology!) I have founded, run and sold a high-tech business based on my research and written two technical text-books published by Elsevier.

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My Books

Artificial Intelligence for Games is the first comprehensive reference to all the techniques used by top games developers to create realistic and fun characters. It was the work of several years of research, drawing from my experience creating the first complete artificial intelligence middleware platform. It is currently the principle AI text book on the majority of university games development courses.

Physics Engine Development is an university-level textbook designed to expose readers to the mathematics and physics needed to build robust physical simulation. Starting from first principles of trigonometry, it covers all the required vector and matrix mathematics, engineering principles, design trade-offs and stability techniques to get a working engine.

Game Design provides over 150 short, well researched design principles used by the most successful games. It is the first games design book that covers the business, production and management issues around games, arguing for a coherent approach that flatters the capabilities of the developer, without losing focus on the customer who will buy the game.