I've been working in UX for the past 4 years. I specialise in prototyping, user interaction, motion and user testing. I love the innovation and problem solving required to explore new design concepts. I'm really proud of what I've acheived so far, and am always looking for ways to expand my knowledge and experience.
Please use these links to view some of my UX work.
When I'm not working hard, I love spending my time outdoors. Climbing, down on the beach, cycling, camping with my family; anything that's good for the soul.
• Orgainsed and produced a wide range of prototypes for user testing, incuding set up, analysis and support of these sessions, to validate specific key UX hypotheses.
• Worked across the full range of Sky Q and Sky Store applications - iOS, Android, desktop, responsive web and TV.
Larger scale quantative studies through usertesting.com
• Incorporation of existing technologies such as Google Analytics and AppSee to allow larger quantative testing samples and data collection.
• UX design and iteration of a responsive companion application for Sky Q.
• Worked with Sky’s new partners in both Germany and Italy to help illustrate and define localised versions of the applications.
• As part of the UX team, I have helped shape the design and UX direction of Sky Store. My background in programming has helped to creatively solve the more technical challenges of the UX design to continually interate and improve the User’s Experience.
• Actively participated in intital concept meetings, whiteboarding, card sorting, wireframing, and organisation of Information Architecture.
• Delivered and prepared Showcase meetings with Senior Stakeholders.
• Created pixel-perfect, high fidelity prototypes for developers, as well as fully functioning end to end applications for Product Leads.
• Contributed to the Sky Store Development team to help deliver Sky Store on the YouView Set top box.
Created the flash element of a facebook game used as a marketing campaign for Mentos, using augmented reality technology.
• Lead developer for CBeebies game – Tiny Tumble, aimed at special needs children.
• Part of the team that created Deadly Planet : Madagascar
• UI Developer on Hero Squad :Rapid Response, nominated for Royal Television Society Award for Best Companion Content.
• Front end developer on a large scale Multiplayer game for Cartoon Network, SuperStadia
• Helped to create Clock Island, a flash learning game from Nessy ( Net Educational Systems), designed to help children learn how to tell the time.
• Contract role to deliver a new range of games for Connected TV
• Working closely with Samsung, LG, Panasonic and Adobe to create a new games proposition that runs on the new devices, using Flash Lite and Air 2.5 that are optimised and suited for the varying platforms.
• Working with third party companies such as Atari and Disney to provide technical support to aid in bringing their games to the above platforms .
• Development of proof of concept games for Milo Project.
• Production of viral games to coincide with Fable 3 launch.
Management of a highly skilled team tasked with delivering interactive games content to various Digital Broadcasting services around the world..
Developed hundreds of games as well as the home portal for the Playjam interactive service, an embedded system on Sky’s set top box, using the OpenTV SDK platform.
"Paul has consistently demonstrated that he's not only at the top of his game, but also that he is a highly capable game designer and team manager. It's not often that one gets to work with a developer that is capable of such commitment and the kind of creativity usually associated with other disciplines. I think it would be fair to say Paul's unique approach has been a considerable asset to PlayJam over the years, and that his creative DNA is in the majority of titles developed and broadcast.
Paul would always be my first choice for senior development roles."
“Paul is a pleasure to work with. He's creative, a fast worker and a driven individual. Paul is one of those rare programmers who "fills in the gaps" in a game design. He doesn't need the entire game spec'd to the nth degree. You can give him the framework of what you're trying to achieve and he will unfailingly make the right decisions and create a great game.”