Artlist Studio
Contributed a lot to Artlist Studio, especially its generative workflows and infrastructure, and a number of substantial UX features.
I build the software that processes images and video, from effects and rendering engines in desktop editors to orchestrated generative model pipelines at scale.

I studied Computing Science at the University of East Anglia from 2004 to 2007 and graduated with a first. I stayed on for a PhD, funded by a scholarship. My research was about rendering crowds on the GPU.
In 2010 I joined FXhome. For over a decade I was part of the small team that built its video and image software. I worked on the graphics side: effects, plugins, rendering and UI.
Since Artlist acquired FXhome, my work has moved to the full stack, focused on generative model workflows: the pipelines that turn models into reliable products.
I also volunteer as a coach at codebar, helping people from underrepresented groups learn to code.
Contributed a lot to Artlist Studio, especially its generative workflows and infrastructure, and a number of substantial UX features.
Improving the user experience and reducing generative error rates, to raise the conversion rate.
Worked on implementing the Artlist MCP server, which lets AI assistants such as Claude generate images, video and voiceovers from an Artlist account.

Worked on the extensions and plugins that bring Artlist and Motion Array into editing software such as Premiere Pro, After Effects, DaVinci Resolve and Final Cut Pro.

Joined to work on HitFilm 1. Implemented most of its visual effects across every version, and the hosting of third-party plugins. Also a significant part of everything else in the app, including the viewer interactions and all text rendering, with our own implementation of the Unicode algorithms for multi-language support. Most of our apps used Qt for the interface.

Implemented almost all of the effect plugins in C++, with the graphics in OpenGL. They run natively on several host SDKs, including Adobe AEX and OFX; FXhome was part of the OFX consortium.

Significant contributions to the product, whose effects mainly ran on OpenCL.
Already existing when I joined. I substantially improved effect performance and quality, with many other improvements over the years.


Wrote the green-screen algorithm and made it run efficiently in real time on phones, using Metal.
Heavy involvement in a rendering engine built from the ground up for efficient video and effects processing, using DirectX on Windows and Metal on Mac. To exercise it I built internal testing video editors on top, in WinUI 3 and SwiftUI. It supported fully ACES-compliant colour-managed video editing workflows. It worked very well, and I am proud of it.
Hired into a small team of developers to build HitFilm, released in July 2011. From then on I worked on every FXhome product. [Pro Video Coalition]
Implemented most of the visual effects in every app, and virtually all of the Ignite plugins. HitFilm alone reached over 2.4 million users worldwide. [Pro Video Coalition]
Artlist acquired FXhome in July 2021 and the software team joined Artlist. FXhome reported a community of over 6 million users at the time. [Pro Video Coalition]
My role shifted to full stack, specialising in generative model workflows, with Temporal for orchestration.
Real-time crowd rendering on the GPU, with Stephen Laycock and Andy Day at the University of East Anglia.
When a new task lands that no one has done before, I'm usually the one who gets it. I work out how it's done and make it work well.
A selection. I pick up whatever the problem needs.
How large language models work under the hood, from a single neuron to DeepSeek's attention and mixture-of-experts designs.
Slides coming soonInterested in my work, a talk or a collaboration? The best way to reach me is on LinkedIn.