Hi, I’m Ben.
I’ve always had a passion for creating, solving problems, and helping teams do their best work in the games industry.
Over the last 25 years, I’ve had the privilege of contributing to some truly memorable projects — from Driver, Assassin’s Creed, Ghost Recon, and Watch_Dogs, to the genre-defining strategy Total War series at Creative Assembly. It’s been a career built on collaboration, curiosity, and a commitment to doing things well.
At heart, I’m a problem-solver and a team-builder. With a background in engineering and a people-first approach to leadership, I focus on bridging the gap between creative ambition and technical delivery. Whether it’s aligning cross-discipline teams or tackling complex production challenges, I believe the best results come from shared effort and a clear sense of direction.
My Career Journey
From gameplay programming to leading AAA tech, here’s the roles I’ve played and the games I’ve helped shape
My Roles

Senior Producer,
Build a Rocket Boy
(2024)
Leading UI/UX and content pipeline production on MindsEye.
- Streamlined workflows and updated JIRA backlogs to align with the product roadmap.
- Devised resource reallocation strategies to resolve critical capacity challenges.
- Evaluated bespoke pipelines and managed cross-discipline teams to ensure clear communication and delivery.
Technical Product Director,
Creative Assembly
(2024)
Directed the strategy for six critical technology teams working on the Total War franchise.
- Mentored six Product Owners to align technologies with a clear product strategy.
- Increased development speed and quality through a product-centric development culture.
- Identified and implemented opportunities to enhance shared technology efficiency.

Producer,
Ubisoft
(2012–2023)
Drove the development of Ubisoft’s shared vehicle middleware and contributed to open-world franchises such as Watch_Dogs, Far Cry, and Ghost Recon.
- Created and led a new vehicle technology team, growing it from 3 to 60 developers.
- Delivered CI/CD strategies to streamline releases for Ubisoft’s AAA titles.
- Built collaborative relationships across global studios, aligning teams and technologies.

Vehicle Realisation Expert, Ubisoft Reflections
(2014–2018)
Oversaw creative direction for vehicle middleware, contributing to titles like Far Cry 5, Watch_Dogs 2, and Ghost Recon: Wildlands.
- Defined creative content collaborations with Ubisoft studios in Barcelona, Paris, and Montreal.
- Led the development of tools and pipelines to support innovative gameplay experiences.


Early Roles in Game Development
(2000–2011)
Started as a gameplay programmer, honing my technical skills and contributing to foundational projects.
- Delivered gameplay mechanics for Rocky and Driver: San Francisco.
- Designed and implemented vehicle simulations and handling systems that defined Driver’s unique gameplay.
- Spearheaded tools development to optimise asset creation pipelines.

















