I’m a Broadcast Technical Director and Consultant spending my time between London and Santa Monica, currently employed by
FaceIT but available to work externally under special circumstances. I have been working in live broadcast
environments for over 5 years both as a freelancer and as an employee with various companies focused around
the esports scene, which has taken me all over the UK and abroad.
I pride myself on providing a great customer experience, transforming your ideas and suggestions into creative cutting edge technology to elevate broadcast quality past that of your competitors or simply to maintain existing high standards. My experience also expands through the technical side of broadcast into the production and business sides of the operation and I can swiftly adapt and become a valuable resource throughout your project.
Utilising my skills and knowledge of both broadcast engineering and software engineering I design and build solutions which use the latest technologies to integrate and present your broadcast environment in the best way possible and often with a fast turnaround. Or, if you are just in need of an operator or multi-camera director with broadcast experience to fit into your show or live event, I will always aim to fit into your existing operation seamlessly.
When I’m away from the cameras, I have a keen passion for Skiing, Fitness and Rugby but even when I am in the mountains it's only an email away, so if you want to get started working together get in touch today!
Through my work in both Broadcast Engineering and Software Engineering I have picked up a number of multidisciplinary skills which can be easily put to use to produce creative and unique solutions for complex problems. I'm also an incredibly quick learner and am able to pick up and master new technologies, methods and tools rapidly.
Starting from ECS Season 4 I became responsible for the production and broadcast delivery for the entire
project every season including the live LAN finals. My day to day tasks ranged from technical setup,
development and delivery through to production management, operational logistics and production consultancy.
The role also encompassed a large amount of work previously carried out surrounding graphics development, sourcing and training new crew and directly handling third party contractors and crew.
ECS Season 3 presented a number of new challenges. Expanding on the existing infrastructure put in
place for Season 2, I worked closely with the inhouse design and production teams to introduce new
graphics to the system and develop the system further.
A new major challenge was the rapid short term development of a replacement for the CS:GO spectator HUD for the finals. Taking real time data from the game and presenting it onscreen with a new custom design, with integration of automating switching of player pictures, data and cameras.
Vainglory Unified Western Championships was the first european based live event for Super Evil Megacorp.
Working directly with the team at ESL UK, I oversaw the entire technical infrastructure installation
surrounding the broadcast.
Additionally in the short term run up to the event I worked with the team to develop graphic assets and control interfaces to power the event.
Throughout the regular season I was brought in on a number of occasions to direct some of the regular matchday broadcasts for the ESL Pro League B stream. The role included setup of broadcast equipment direction and talent management.
Ahead of ECS Season 2 I worked with the production and graphics in-house teams to develop a CasparCG
client solution that allowed the graphic operator to quickly change and manipulate assets using a
web based UI. The system was also integrated directly with the internal FaceIT API to receive match
At the finals in Anaheim Arena I was responsible for live modifications to the graphics system and the live data on the in-house LED screens.
The ECS Season 1 finals was the wrap up of the first season of the Esports Championship Series, a collaberation
between FaceIT and Twitch held at Wembley Arena in London. I was contracted last minute to provide
graphic automation for the stage LED screens.
I designed the solution so it could be expanded on as a future project to further automate the production workflow with a number of FaceIT's in-house systems by creating a C# middleware client and a node.JS microapp for live data translation.
Working in partnership with FaceIT and NBC Sports I delivered technical assurance at a number of the
live heats stages of the production, providing encoding solutions, bespoke advertising tracking and
setup of esports broadcasting equipment to bring the action into a tv friendly environment and managing
key technology across the broadcast.
PES League were looking to increase the production value on their premier esports series. Working with
the production team at European Gaming League I provided broadcast engineering and architecture advice,
as well as developing a CasparCG client based off my own inhouse software. The produced system connects
with the tournament platform and automatically activates realtime graphics when goals are scored,
delivering the results in a 'Sky Sports' style.
At the three live events I lead the technical installation and was the technical director and showcaller.
MDL is the sponsored name for the ESEA league, it runs as a feeder league into the ESL Pro League. I was brought in by ESL UK to handle technical installation and direct the broadcast team for the live show. The event took place over two days with a number of semi professional teams in live attendance and some well recognised on-screen talent presenting the show.
The Runescape Deadman Winter Invitaional is a online competition where a king of the hill/deathmatch
mashup gamemode is played online between 2000 players culminating in a "final hour" which was broadcast
I was brought in by ESL UK to assist with production and produce a range of bespoke automation tools which were used to integrate graphics systems, LED controllers and social media feeds to streamline the production process. I also managed the technical setup of the broadcast enviroment and operated the connected graphics system during the live show.
I was brought into the existing team at ESL UK to help with the broadcast management for the Halo Pro
League European finals for both Season 1 and 2.
My role involved developing the broadcast as best as possible with the existing resources over the two seasons. I built new tools such as producing a touchscreen multiview solution and produced key broadcast artifacts such as run of show and ensured that the overall broadcast was delivered at a high quality.
In addition to my management role, I also assisted with stage design, setup and was the technical director during the live show.
The EGL Battle of Europe was the Season One European Championships for Halo The event was an incredible
technical feat as a number of video feeds had to be mixed in real time with graphics and audio on
a very limited budget.
I took a leading role in developing the software which handled camera transitions, graphics, data processing and multiple picture in picture as well as assisting in audio and visual setup on site, and producing the event live.
Seen enough? Interested in working together on your project? Just fancy having a chat about all things broadcast? Feel free to get in touch today and we can discuss the best way to move forward together. The easiest way is to drop me an email or text message but you can find a selection of contact methods and general resources below, I will respond to your message as soon as I can!