I'm a curious person. I read a lot, I like to explore, and love to figure out to make things.
The work I enjoy most comes from leading, collaborating with and growing teams to create things people want to talk about, use and play. That led me to working in video, graphic design and social creating work for global brands from Google and The Financial Times through to Skype and Splash Damage.
Outside of work I enjoy short fiction and write plays, films and comics.
Hiring / Employee Growth
Budgeting / Production Management
Strategy & Tactic Planning
Brainstorm Leading / Presenting
Graphic & Web Design
Video / Photography / Copy
I’ve had the chance to work with some great people and companies.
When I’m not creating things for clients I’m making things for fun.
Brand Guides, Dirty Bombs, DND, Finance, Formula One, Live Broadcasts, Post, Preroll and Supercuts,
Real: The Physical Network
Branding & Marketing
Branding & Marketing
Smile As You Go
Mobile Innovation | Video Recuts | Banners
Preroll | Banners
Video | Live Broadcast
With Essence I worked on a number of Financial Times creative projects to concept and produce preroll, banners and out of home video/installations.
My role in these projects was to concept campaigns that were adaptable across platforms and also to plan for the creative to be easily updated in the future.
I then worked with freelance designers and animators to realise the concept. I hired voice talent and managed any recordings along with any final changes to the video and animation.
I worked with McLaren at Essence to create quick turn around video for their social channels. I also consulted on using video in social and YouTube channel management.
We produced teaser video, live Q&A’s, interviews and videos covering events within the MTC building.
I enjoy the challenge of using existing footage to create new stories.
I first experimented with this for ‘How to Kill a Vampire’ and the b-side ‘How to Kill a Zombie’.
Currently I’m working on a much large re-edit to create a 'silent' film from a modern thriller.
At 1000heads we landed an interesting challenge from The Royal Mail: How does an unfashionable offering, direct mail, get cut-through in a digitally enamoured world?
To bring post to life, we created Real: The Physical Network. The world’s first social network with posts you couldn't simply copy and paste.
I worked on all aspects of the project - concepting, costing, pitching, running the gallery, engaging bloggers, copy writing, photography and social posting.
Splash Damage is a development studio focused on crafting team based & multiplayer games that create lifelong friendships, recently working on Outcasters, Dirty Bomb and the Gears of War Franchise.
The Brand Team supports our existing franchise releases and works with dev teams in the creation of new IP, along with driving our release marketing and external comms. The team also looks after the Studio brand externally and internally, as well as supporting pitches and communication with presentations, video, graphic design and copy. In 2019 we overhauled the studio's branding - delivering a new brand guide, website, photography/asset library, communication templates and more.
While a lot of the work the company does is under strict NDA until announce and release we put a focus on building spaces and opportunities to show the people behind our games, allowing them to easily talk about their discipline, even when they can't talk about their project.
At Essence I worked for Google creating a variety of work.
I regularly reedited video to condense TV commercials down for online preroll and banners. I also created a number of different banner campaigns to promote the Google Search App.
Along with these I also had the opportunity to regularly concept and pitch mobile innovation ideas. A number of these were produced internally to test opportunities from new ad formats to voice search based video.
Skype wanted to promote their new calling cards and give out thousands to users.
Part of this activation was a huge wall of cards built in layers that revealed bigger smiles from Skype’s emojis. Passers by got to leave with a calling card for Skype along with an original piece of art from Mr Batlow.
I found and secured our artist, helped find his space and all of his materials, briefed in and oversaw production of the wall and the art, helped find and book the space on the Southbank inline with clients target footfall along with briefing and running the video production.
Over 2m hits | 1,108,598,400 characters
'Who the fuck is my DND character?' is an engine that randomly generates characters for role playing gamers.
It started as a coding project to learn a little more about .json, refresh my front end skills and improve my responsive design.
Liked and shared tens of thousands of times - the quality of the results are what made the project a success - using a variable set of attributes that players need to use and then plugging in hundreds of creative variables for personalities, locations and backgrounds to create millions of unique characters. I hit the right tone to make the site both funny and useful to players as a starting point with the results being easily sharable.
Alongside my client work at Essence I also produced work for the company itself. A lot of this was internal facing consisting of interviews, presentations and live streaming of company announcements securely to the global offices.
Seek and Shuffle are good examples of the kind of work I helped produce, film and edit.These were the regular events the company held - they consisted of livestreams of talks along with edited video and wrap up videos of the events. I was involved at all levels.
I also produced case studies for Essence work, largely these had to fit with strict guidelines but for individual projects for departments I got the chance to exercise a little more creativity.
Dirty Bomb is a free to play FPS from Splash Damage. The game was live service and updated frequently with new Mercs, maps and other additions - these were all marketed to the games community with regular videos, micro-sites (The Hunter Update, Nuclear Winter) key art and more.
The game's final update came in February 2019 when all monetisation was removed from the game - with this update I worked with our team to create and release a Game Design Document (300+ Pages), Art Book and Original Soundtrack as a free download and thank you to the games 9.5m+ players.