About
Hi, I’m Lindsay!
I am a Technical Director by trade and an indie developer for sport and pleasure. Since studying game development at uni in 2008, I’ve spent my life convincing code, compilers, and game engines to cooperate, and cheerfully breaking the rules whenever they refuse. If the build runs smoothly, it’s usually best not to ask what dark bargains were struck to get it there.
Building Things That Actually Run
Over the years, I’ve had the joy of leading brilliant engineering teams, architecting simulation and rendering systems, and shipping titles across PC, console, mobile, and VR. By day, I direct engineering on complex commercial systems. By night, I work on my own completely different independent game projects.
Game development is easily one of the most rewarding, hardest, and faintly ridiculous corners of computer science (and probably the lowest paid, for that matter). There are no infinite cloud budgets or forgiving network buffers to hide behind. Everything (gameplay logic, physics, memory layout, and rendering pipelines) has to run right now, on actual physical silicon, without setting the hardware on fire. When textbook patterns crash into real-time limits, academic theory quickly becomes nonsense, and the real fun begins.
What Sellotape and Dreams Is All About
Fancy architecture diagrams look fantastic in slide decks and in academic text books, but real-world production builds run on enthusiasm, sticky tape, and sheer stubborn audacity. And that’s half the charm. Great engineering isn’t about worshiping pure theory or writing code for an imaginary ideal world. It’s about solving tricky problems, learning which principles genuinely keep software upright, and enjoying the magic of making complex things work.
This blog is an open notebook on the craft, sharing what actually works through the lens of game dev and probably some spicy thoughts on the games industry as a whole!

