An experienced programmer with a passion for real-time computer graphics, games development, artificial intelligence and mathematics.

Career History

  • Speech Graphics

    Machine Learning Research Engineer / Software Engineer

    Aug 2016 – Present

    At Speech Graphics I have applied Deep Learning to speech processing and real–time animation in a research and development setting. The position has provided an opporunity to apply and strengthen my skills in this area.

    • Deep Learning, Torch/Lua, Theano, Tensorflow
    • Speech enhancement, source separation, noise removal. RNNs, LSTMs and GRUs. Convnets.
    • Optimising neural networks via weight pruning
    • Generative models of raw audio, time-series modelling
    • Speech processing, FFT/DCT, signal processing, Mel spectrogram, MFCCs, raw audio convnets, CTC phonetic segmentation
    • C++ application programming, Maya Plugin development
    • 3rd party engine integration, multithreaded audio. Unreal, Unity3D
    • Mobile application development, adaptive performance tuning
    • Construction, administration and maintenance of a dedicated GPU training machine
  • Rockstar Games

    Camera Programmer

    Aug 2014 – Feb 2016

    I learned a great deal during my time at Rockstar North, applied and sharpened many skills, tackled a stream of interesting intellectual problems and gained valuable insight into how such a large international development team operates.

    Achievements unlocked:
    • Added EyeFinity support for the PC release of GTAV
    • Added bespoke cameras for the Valkyrie, Insurgent and Technical vehicle turrets
    • Fixed numerous and varied bugs across multiple projects
    • Worked on camera features of the Rockstar Editor, also fixed numerous flaws regarding framing, collision and time warping code
    • Worked closely with the AI, Gameplay, Physics and Graphics teams to solve cross-discipline technical challenges
    • Investigated computational cinematography, screen-space composition, camera path finding and intelligent camera planning
    • Worked with producers, designers and camera arists to apply their creative input
    • Gained experience with cross-platform development and debugging. On PC, PS3, PS4, XBox 360 and XBox One
  • Korea Brain Research Institute (KBRI)

    Systems Engineer

    Apr 2014 – Jun 2014

    I worked with Dr. Kevin McCairn as an assistant with his research towards understanding neuropsychiatric abnormalities in non–human primates as animal models of Tourette's syndrome and Parkinson's disease.

    • Matlab for processing and analysis of deep brain LFP (local feld potential) signals
    • Experience with biophysiological signal aquisition hardware
    • Neuroanatomy of the cortico-basal ganglia-cerebella networks
    • Bioinformatics research, investigating literature and opensource toolboxes
    • Granger causality for time-series causal inference
    • Multivariate autoregressive modelling
    • PDC (Partial directed coherence)
    • PAD (Phase-amplitude coupling)
  • Musemantik

    Software Developer

    2013 – 2014

    I worked on the MusicFlow web application, a web based audio editing suite for dynamic compositions. For this project we used CoffeScript, Backbone.js, Ruby on Rails, Capybara, Casper.js and many other technologies. The role saw me as part of a two-man team, working with Ronen Barzel. Working in such a small team meant a lot of room for autonomy and creativity. In addition to the composer tools I created a user-facing HTML5 video editor for arranging and previewing dynamic scores with video.

    • Automated musical arrangement
    • Web application development
    • Ruby on Rails
    • JavaScript
    • BackBone
    • CoffeeScript
    • Automated testing
    • HTML5 video
  • Primate Research Institute, Systems Neuroscience Section

    Systems Engineer

    2012 – 2013

    Working under Dr. Kevin McCairn. I was responsible for the construction of behavioural research equipment and analysis of LFP recordings.

    • Design and construction of a behavioural reward system
    • Granger causality analysis of LFP brain recordings
    • Matlab data processing
    • Embedded system programming
  • Winterwell Associates

    Programmer / Frontend Engineer

    2011 – 2012

    I worked on improving the frontend to the social media monitoring web application, moving away from server-side rendering to frontend templates. The role involved aesthetic and UX design. I also wrote a Christmas card to send to clients and friends of the company, a snowflake grown via cellular automata on the GPU (WebGL).

    • JavaScript/CSS/XHTML
    • User experience and interface design

    Web Developer

    2011 – 2011

    I laid the foundations for a full rebuild of their website. The aim was to reduce page load times and provide real-time responsiveness to their customers, moving to an entirely template driven frontend.

    • Web application development
    • Frontend engineering
  • Blonde Digital

    Web Developer

    2010 – 2011

    This role involved maintenance of multiple client websites, working with various different languages and CMS systems.

  • Whitespace

    Digital Media Developer

    2008 – 2010

    At Whitespace I had a real taste of working in an energetic agency environment – teaming up with designers, developers, account managers and the directors to achieve our goals and deliver to our clients. Some of the projects I worked on are listed at

    • Working with the team on more than 100 different projects
    • Building client-specific backend interfaces for data management
    • Sharing knowledge and standards, teaching new members of the team
    • Creating reusable and modular solutions
    • Vastly improving my back-end and front-end skills
  • Tsuko

    Freelance Web Developer

    2007 – 2008

    I worked on the Dundas Castle and ICAS (Institute of Chartered Accountants) websites. As my first professional role this was a good chance to gain insight into the operation of a creative agency.


  • Technologies

    • Game development
    • Deep learning
    • Computer vision
    • Electronics
    • Mathematics
    • Neuroinformatics
    • System administration
    • Web development
    • C
    • C++
    • Obective-C
    • Assembly language
    • Python
    • Ruby
    • Lua
    • Prolog
    • Haskell
    • Bash
    • Java
    • Javascript
    • OpenCL
    • OpenGL
    • Direct3D
    • WebGL
    • GLSL
    • Git
    • MySQL/PostgreSQL
    • Websocket
    • HTML5/CSS3
    • LLVM
    • ALSA/Pulseaudio
    • NodeJS
    • Matlab
    • Microsoft Visual Studio
    • GCC/Clang
    • RabbitMQ
    • Redis
    • Unity3D
    • UnrealEngine4
    • Oculus
  • Programming

    I began when I was very young, on a BBC Micro at around 5 years old. Programming has always been a passion of mine, it filled my childhood with immense joy, creativity and excitement at the seemingly endless possibilities. There has always been a desire to create virtual worlds, to create experiences that would touch the lives of others.

  • Mathematics

    I've always gained enjoyment from solving mathematical problems and exploring new topics, among which are Analytical Geometry, Timeseries Analysis, Numerical Methods, Probability Theory and Statistics, Game Theory, Abstract Algebra and Topology. To me it is the mother of all sciences, a powerful language and tool.

  • Deep Learning

    I've a huge passion for Artificial Neural Networks applied to computer vision and timeseries modelling. I've studied the work of Geoffrey Hinton and Yann Lecunn (among others) and have applied LSTMs and CNN in production applications. I make sure to keep up to date with the literature and am always learning.


  • SampleRNN_torch

    An unconditional neural generative model of raw audio implemented in the Torch framework, capable of modelling complex audio at the sample level. I've many future research plans involving conditional variants of this model applied in a variety of settings.

  • VisionMachine

    An LLVM powered, gesture driven, flow-based programming compiler and development environment. This project aims to circumvent the limitations of traditional compilers and programming languages, balancing creativity with optimal machine code generation, and the ability to hot-patch changes live several orders of magnitude faster than other solutions (Edit and Continue, Indefiant’s Recode). Currently in a prototypical phase future project aims include GPU acceleration via technologies such as KernelGen and Polly. With time this could be a strong competitor against products such as MaxMSP, PureData and LabView by supporting heterogeneous computing architectures transparently.

  • Near-Eye Lightfield Display

    Recreating the VR glasses as described in Douglas Lanman's paper, Near-Eye Light Field Displays. This project is a great opportunity to get hands on experience with microlenses and microdisplays, solid state gyroscope and lightfield rendering. I have implemented rasterisation and path tracing lightfield renderers, using a combination of OpenGL and OpenCL. The next phase is to house the glasses and mount the solid-state motion tracker. Studying the paper was a good learning experience in the optics and mathematics involved.

  • Bitcoin Payment Processing System

    With a custom fork of the bitcoin-core client, adding ZeroMQ support, RabbitMQ, PostgreSQL, Node.js and custom frontend JavaScript users can deposit and withdraw funds via QR code - receiving realtime notifications via WebSocket. The IP for this project is held by my company CoinTech Ltd.

  • F***ing Magnets Projector-Depthcam Calibration Software

    Performs pose estimation between a depth camera and projector, creating an RGBD video feed as seen from the projector-eye-view. This has applications in interactive installations.


  • School of Informatics – University of Edinburgh

    2003 – 2007

    MEng Software Engineering with Artificial Intelligence

  • George Heriot’s High School

    1996 – 2003

    SQA Awarded Highers:
    • Mathematics (A)
    • Computing (A)
    • Physics (A)
    • English (A)
    • Chemistry (B)