Contents
About | Games | Output
About
Hello, my name is Steven. I live in Cambridge and I've helped make video games for the last 15 years. I have worked at the following companies:
	- Technical Fellow & Developer Technology Architect, Advanced Micro Devices (2016-Present)
 
	- Principal Programmer, Advanced Technology Group (ATG), Sony Computer Entertainment Europe (2010-2016)
 
	- Graphics Programmer, Core Technologies Group, Bizarre Creations (2009-2010)
 
	- Technology Programmer, Juice Games (2007-2009)
 
	- Tools Programmer, Slitherine Software (2005-2006)
 
I have a 1:1 degree in Computer-science-type stuff. I am a programmer who is more at home writing assembly language, but also cares about UX/UI and has a weird love for C#.
I tinker with hardware design in my spare time on my FPGA.
You can email me at firstname[dot]lastname[at]outlook.com.
Games
I am credited for my work on the following games (that I know about):
	- Ghost Recon: Breakpoint (PC)
 
	- Total War: Warhammer (PC)
 
	- Uncharted 4: A Thief's End (PS4)
 
	- Everybody's Gone to Rapture (PC)
 
	- The Order: 1886 (PS4)
 
	- Destiny (PS3, PS4)
 
	- DRIVECLUB (PS4)
 
	- Fat Princess Adventures (PS4)
 
	- inFamous: First Light (PS4)
 
	- The Last of Us: Remastered (PS4)
 
	- inFamous: Second Son (PS4)
 
	- Tearaway (PSVita)
 
	- Knack (PS4)
 
	- Killzone: Shadow Fall (PS4)
 
	- Killzone: Mercenaries (PSVita)
 
	- PlayStation All-Stars Battle Royale (PSVita, PS3)
 
	- When Vikings Attack (PSVita, PS3)
 
	- Little Big Planet PSVita (PSVita)
 
	- MLB: The Show 12 (PSVita)
 
	- Resistance: Burning Skies (PSVita)
 
	- Modnation Racers (PSVita)
 
	- Motostorm RC (PS3)
 
	- Everybody's Golf (PSVita)
 
	- Unit13 (PSVita)
 
	- Super Stardust Delta (PSVita)
 
	- Gravity Rush (PSVita)
 
	- WipeOut 2048 (PSVita)
 
	- Uncharted: Golden Abyss (PSVita)
 
	- [Cancelled] Unannounced Project (Unannounced)
 
	- James Bond 007: Blood Stone (PC, PS3, XBox360)
 
	- Blur (PC, PS3, XBox360)
 
	- [Cancelled] Stormbirds (PC, PS3, XBox360)
 
	- The History Channel: Great Battles of Rome (PC, PS2, PSP)
 
	- Legion Arena: Gold Edition (PC)
 
	- Legion Arena: Cult of Mithras (PC)
 
	- Legion Arena (PC, Macintosh)
 
Output
I spoke or wrote awkwardly on the following occasions:
	- Speaker, Closed Event, Virtual, September 2021.
 
	- Speaker, Closed Event, Virtual, July 2021.
 
	- Speaker, Closed Event, Kiev, August 2019.
 
	Speaker, GDC, San Francisco, March 2020. 
	- Speaker, "Vulkan Memory Management", Vulkanized, Cambridge, May 2018.
 
	- Panelist, Closed Event, Tokyo, July 2015.
 
	- Speaker, Closed Event, London, May 2015.
 
	- Panelist, Closed Event, San Diego, CA, May 2015.
 
	- Panelist, Closed Event, Tokyo, September 2014.
 
	- Speaker, Closed Event, London, July 2014.
 
	- Speaker, Closed Event, Los Angeles, CA, June 2014.
 
	- Speaker, Closed Event, San Francisco, CA, March 2014.
 
	- Speaker, Closed Event, London, July 2011.
 
	- Speaker, Closed Event, Redwood Shores, CA, June 2011.
 
	- Co-Speaker, SPU-Assisted Rendering in Horizon, Develop Conference, Brighton, July 2010.
 
	- Co-Author, Parallelized Light-Pre Pass Rendering with the Cell Broadband Engine, GPU Pro: Advanced Rendering Techniques, May 2010.
 
	- Author, Techniques for Effective Vertex and Fragment Shading on the SPUs, Game Programming Gems 8, Charles River Media, March 2010.
 
	- Co-Speaker, A Bizarre Way to do Real-Time Lighting, Develop North, November 2009.
 
	- Author, Visually Appealing Procedural Dispersal of Smoke Clouds and other Gaseous Phenomena, 5th Annual International Games Design and Technology Workshop, 2007.
 
	- Author, Rapid Shader Development, Dissertation, Liverpool JM University, April 2007.
 
	- Speaker, Rapid Shader Development, Liverpool JM University, January 2007.