I have the product depth to invent it,
the commercial depth to make it viable,
the technical depth to build it and
the entrepreneurial depth to launch it.
Microsoft award winner — top 10 of 150+McDonald’s / R/GA — ~£2m savings identifiedCoca-Cola · Mars · Unilever · L’OréalJP Morgan · Meta · NEOM · IBM£450k+ raised10M+ plays · EA Games / Chillingo
Most product leaders own one of these. Some own two. The rare and useful thing is owning all three at once — inventing the product, owning its commercials, and being technical enough to build it or lead the team that does. It is what lets me carry an idea from a blank page to a launched, revenue-generating product, and to lead the organisation that scales it.
Two threads, deliberately separate. Professionally I shape product, own the numbers and lead the teams that ship — at R/GA, NEOM and through a staffed consultancy. In my own time, for the love of the craft, I still build products end to end by hand. The solo work is a personal habit that keeps the technical prong sharp — not the ceiling of what I run.
Prong 01
Product
I invent products, not just deliver them.
Reimagined a whole genre with Commando Jack — #1 in 36 countries, 10M+ plays.
Originated Immersive Medical, a VR telemedicine platform, from a blank page to a provisional NHS pilot.
Conceived and shipped a subscription productivity app end to end (launching 2026).
Led product & delivery on the McDonald’s Happy Meal app across ~40 markets.
Prong 02
Commercial
A founder’s instinct for the numbers.
Found ~£2m in annual savings in under three months at McDonald’s (R/GA) by getting close to the commercials — they offered me a permanent role heading the function.
£450k+ raised; secured the EA Games / Chillingo publishing partnership.
Ran a company for 5+ years bootstrapped, own capital in — staying power, not a chaser of shiny objects.
Cut development cost 40% on a JP Morgan engagement.
Prong 03
Technical
I can build it — or build and lead the team that does.
Hands-on across C#/.NET, Azure, AI/data, Python, SQL; learned Kotlin to ship my latest product.
Built VR platforms, an enterprise 3D-visualisation core, and large-scale simulations.
Led engineering and distributed teams — the NEOM turnaround, oversight of a ~30-person development partner at R/GA, a staffed consultancy.
Uses depth for sound build-vs-buy calls and to lead from what’s true, not the abstract.
The team is a function of the problem. Solo when it’s small and personal; a built-and-led team when it isn’t. The bigger the challenge, the bigger the team and the risk — and I’ve run both ends, from one pair of hands to operations of hundreds.
Founder-operator and Chief Product & Technology Officer — a rare combination of product, commercial and technical depth in one person. I founded Colossal Games and took Commando Jack to #1 in 36 countries and 10M+ plays. Over the following decade I built a freelance operation into a staffed consultancy and kept launching my own ventures, working with Meta, JP Morgan, McDonald’s (R/GA) and IBM — building and leading the teams that ship (owning the McDonald’s app’s release and overseeing its ~30-person development partner at R/GA, a distributed turnaround at NEOM), while staying close enough to the build to lead from what’s true. I lead product as someone who understands it back-to-front, stays close to the commercials, uses AI with discernment, and carries the ultimate risk as an owner with real skin in the game. From founding a VR telemedicine platform to shipping a productivity app end-to-end, I’m most effective where product strategy, commercial ownership and technical depth meet.
Charles Burt · London
I grew up dismantling things. The karaoke machine I loved — screwdriver in hand, opened to see what was inside. My Mazda MX‑5 — instead of taking it to the garage, I bought the workshop manual and serviced it myself. Mathematics fascinated me the same way: not the formulas themselves, but how Pythagoras and the others had arrived at them. I won a mathematics scholarship as a child, and the love stuck.
My father’s side of the family is entrepreneurial, so the question was never will I work for someone? — it was what will I build? Software turned out to be the answer. It has properties nothing physical does: it duplicates on sale rather than getting more expensive to manufacture; it reaches anyone with a screen; it directly helps customers you’ve never met; and it outlasts you. A well-made product is a small piece of legacy you leave in the world.
Ten years in games. The last ten in the enterprise.
From entertainment to essential.
Entertainment — building things people love
By my mid-twenties I’d founded Colossal Games. We built Commando Jack — a tower defence reimagined: at any moment a player could leap into the turret and shoot in first person, or fly over the battlefield throwing grenades. It wasn’t another tower defence with extra towers. It was a fundamentally different way to play the genre.
I identified EA Games as the right publisher after they acquired Chillingo (the studio behind Angry Birds), built a prototype, commissioned the art and pitched directly to EA’s Senior Director of Business Development. We partnered. Commando Jack reached #1 in 36 countries, earned 4.5/5 stars, was selected for EA’s Summer Showcase at Millbank Tower from a portfolio of 150+ titles, and went on to over 10 million plays. When I tallied the total hours people had spent inside the game, it came to more than two and a half of my own lifespans. You can’t really compare hours-played to hours-lived — apples and oranges — but as a rough measure it told me I’d given more back to the world than I’d taken from it in the years of building. That’s the kind of trade I want every product I make to come close to.
When the game launched I took two weeks off and barely slept. I set an alarm every three hours so I could watch the analytics dashboard’s world map light up across time zones — Australia going green as the UK went dark, Asia waking next, Europe again at dawn. I refreshed the app stores in every region and ran the non-English reviews through Google Translate — sitting at my screen in London, reading what people in dozens of countries thought of something I’d made. You don’t get to meet most of the people who use the things you make, but for those two weeks the world lit up in a way that words can’t describe.
Sometime after launch, a cousin called me from a beach in Spain to say he’d just walked past someone sitting on the sand playing Commando Jack. Genuine joy.
Mastering the craft
Understanding the engine behind the product
Running Colossal taught me where my real bottleneck was. To build the products I imagined, I had to hire — and hiring meant raising money and carrying overhead, pulling me further and further from the product itself.
So I made a deliberate decision: I would spend a decade becoming the kind of engineer who could build the next generation of products. I went deep on C#/.NET, refreshed the mathematics I’d loved as a child, and grew a freelance operation into a staffed consultancy — including working alongside teams at JP Morgan, McDonald’s (R/GA), HP, IBM and EA, then moving on to deeper technical work for Meta and at ImpactXP.ai for global FMCG brands. Professionally, I received praise for my coding ability, and during continuing education in software and data engineering, I rose to the top of my study cohorts.
I learned Kotlin recently to ship my latest product, picking up enough fundamentals to debug confidently, with modern AI tooling alongside. The lesson there was: the language doesn’t matter much any more; what matters is being close enough to the code to know what you’re asking AI to do.
I’m satisfied with where that decade took me — but I’ve never thought of the learning as finished. The real skill it built wasn’t any single language; it was the appetite for picking up new ones fast, for getting inside an unfamiliar codebase or a new tool — AI tooling included — and being useful with it quickly. I keep it sharp in my own time, still writing code and building prototypes myself, because staying close to the code is where the products come from. It means I lead product from what’s actually true — what something costs, how it scales, whether I’m asking for a day’s work or a quarter’s — never as a straw man.
Healthcare — building for what people need
I founded Immersive Medical to deliver care remotely through VR as a telemedicine suite: virtual appointments, including a virtual hospital, physiotherapy you could do from your own living room, all watched over by real clinicians. Moving to healthcare is personal to me, as I want the products I make to leave a legacy that is life giving to its users.
I built the platform, brought in a founding team that included a consultant physician, and got as far as a provisionally agreed NHS physiotherapy pilot. Then the sponsor who championed it moved on, the funding ran dry, and I had to let it go. The idea was right; the timing and the dependencies weren’t. It taught me to weigh dependency risk in product strategy. For the products I take on personally — on my own time, for the love of it — I now choose problems small enough to ship solo and fast, without staking everything on a single sponsor. That’s a deliberate scoping choice, not an aversion to scale: at work, the bigger the problem, the bigger the team I build around it. Productivity was the right size to build with my own hands. That’s what pointed me there.
Productivity — software from within
The product I’m about to launch — a productivity app — is the personal thread, built lean and heavily AI-assisted — a way of working I’ve invested in deliberately. I direct the architecture and every product decision while AI coding tools do the heavy lifting: Claude Code wrote the bulk of it under my direction. The skill isn’t typing every line — it’s knowing exactly what to ask for, what to check, and where AI accelerates you versus where it quietly buries you in technical debt. That judgement took me from idea to near-launch on my own. It’s how good products often start: someone builds the tool they themselves need, then finds thousands of people have the same problem.
The move from games to healthcare to productivity follows a simple logic: people need to be productive more often than they need to be entertained, and the ability to get things done sits higher on the needs list. It’s also personal — I’m always optimising my own productivity, and I was at my best using a combination of tools I’d built myself. They worked, but they were disparate and hard to use consistently. So I built one convenient app that consolidates them — and now the market gets to tell me what it thinks.
Step back and there’s a through-line. Entertainment gives people back a little peace. Healthcare gives them their health. And my productivity product — the chapter I’m in now — gives them the practical productivity layer I wanted but could not find in existing tools.
Where I’m at now
After two decades, the three sides of how I work have fused: I invent the product, own its commercials, and can build it or lead the team that does — at Colossal I hired and led a ~15-strong team and ran the publishing and platform partnerships around it; at R/GA I owned the McDonald’s app’s release, oversaw its ~30-person development partner and built up a further ~20-person team; at NEOM I turned around a distributed team. I’m looking to bring that to founder-led businesses, scale-ups and well-backed corporates — as CPO/CPTO owning strategy, delivery and go-to-market; as an entrepreneur- or founder-in-residence standing up a net-new product, division or venture and running it like a startup; or at board level. Wherever it lands, I work close to the numbers and turn ideas into things the market actually pays for.
Products are the proof. Concepts are easy; getting something into the hands of millions of people and seeing what they actually do with it — that’s the work. Below: what I led for major teams and clients, and what I built as a founder.
As Product & Technology Leader
For teams & clients · Led · Delivered · Scaled
Work I led for major teams and clients — product and engineering leadership, delivery, transformation and platform decisions.
2017
Head of Software · R/GA
McDonald’s Happy Meal App
Trusted with the keys to the global McDonald’s Happy Meal app — one of the most widely distributed children’s digital platforms of its time. I owned the release and the Apple / App Store relationship across ~40 markets, 42 languages and 52 licensed properties, with tightly managed regional release windows. I assessed the ~30-person external development partner behind it and was building up a further ~20-person team. By getting close to the commercials — the partner’s performance, processes and costs — I identified ~£2m in potential annual savings, inside a three-month contract. R/GA offered me a permanent role heading up the function off the back of it.
Owned release & Apple relationship · ~30-person dev partner assessed · ~£2m savings identified in 3 months
Current
Senior Engineer, Product & Data · Part-time
ImpactXP.ai — IXP Platform
Working across IXP, ImpactXP.ai’s full enterprise platform — demand forecasting, profit optimisation and decision-support recommending optimal shelf assortments for Coca-Cola, Mars, Unilever, L’Oréal. A deliberate hands-on role keeping current with enterprise-scale data and AI engineering.
FMCG/CPG · IXP platform · Azure
An overview of the ImpactXP / IXP enterprise platform.
2021
Technical Product Owner · Immersionn
NEOM — The Line · Digital Twin Platform
Led technical delivery for a web-based B2B digital twin platform supporting NEOM’s giga-project. Came in to strengthen a complex programme — diagnosed structural challenges across team, architecture and platform choices, and re-established dependable on-time execution across a distributed international team. Presented strategic recommendations directly to the CEO and board of advisors.
As Product & Technology Founder
My ideas · Funded · Built · Launched
Products where I originated the concept, raised the money, led the build and launched into market.
2026
Productivity · In development
Productivity App (launching soon)
The product that embodies the shift to things people need. A subscription productivity app, co-developed with AI under my direction — I owned the product, the architecture and the decisions that mattered. Currently ~90% complete and approaching launch. AI features in the product itself are planned for a future iteration, once they add real value beyond novelty. Details under wraps until launch.
Personal project · directed end-to-end · subscription · launching 2026
2022
Healthcare VR · Founder & CPTO
Immersive Medical
Built from a simple question: what if the immersive technology we’d honed on games could be pointed at something people need? Immersive Medical was a VR platform for delivering care remotely — virtual appointments, a built virtual-hospital environment, and VR-delivered physiotherapy and pain management, all monitored by real clinicians — designed to scale care into the patient’s home, free of geography, and cut missed appointments. I originated the concept, built the platform and the pitch, and assembled a founding team that included a consultant physician. I ran business development across luxury-retail, pharmaceutical and public-health organisations, reaching a provisionally agreed NHS physiotherapy pilot. When the NHS sponsor moved on and operational funding ran out, I made the hard call to wind it down.
VR care platform built · founding clinical team · provisional NHS physiotherapy pilot
A walkthrough of the Immersive Medical pitch and product — the VR treatment environments, virtual-hospital and remote-clinician model I built and took to market in 2022.
The investment pitch deck I created for Immersive Medical — the commercial case, market opportunity and product vision I presented to prospective investors and partners.
2012
Headline launch · Founder & CEO
Commando Jack
A mobile tower defence that broke its own genre — players could leap into the turret to shoot in first person, or fly over the battlefield throwing grenades. I identified EA Games / Chillingo (the publisher behind Angry Birds) as the right partner, built the prototype, commissioned the art, and pitched directly to EA’s Senior Director of Business Development. We partnered. Featured by Apple. Reached #1 in 36 countries, earned 4.5/5 stars, and accumulated 10M+ plays with ~115,000 downloads on its single biggest day.
Behind the game, I built and ran the studio: I hired a ~15-person core team and stood up the whole operation around it — the EA/Chillingo publishing partnership, platform relationships with Apple, Microsoft and Google, additional publishers such as Kiss (50+ platforms), plus external QA, recruitment, legal, two investors and R&D tax credits. I went out and hired and assembled all of it.
#1 in 36 countries · 10M+ plays · 4.5/5 stars · EA Games / Chillingo
Presenting Commando Jack at EA’s Summer Showcase, Millbank Tower — selected from EA / Chillingo’s portfolio alongside Medal of Honor, Crysis and Plants vs Zombies.
2013
Mobile · Colossal Games
Truffle Saga
Colossal’s second title — a polished, well-designed puzzle-economy game that later taught me a lot about distribution and commercial focus.
Independent
Virtual Reality
Chess VR Original
An original VR adaptation of chess, built using hardware provided by Meta — bringing one of humanity’s oldest games to a spatial interface.
Selected Client Products
From the consultancy years
A cross-section of high-profile builds I led or delivered for major clients — several where I both built hands-on and led the team, through a consultancy I built and staffed — spanning XR, simulation, AR, live events, AI and mobile. Many under NDA; titles and clients where shareable.
2016
Healthcare VR · Cancer Research UK · Rushes · Atomic London
Cancer Research UK — The Life Garden
An outdoor VR experience built to honour Cancer Research UK’s contributors, set within a purpose-designed garden at the world’s biggest flower show — the RHS Hampton Court Palace Flower Show 2016. A full-4K, hands-free Oculus Rift experience combined pre-rendered 360° video, audio, timed events and 3D elements, with a companion iPad app (Python / Pythonista / Dropbox) that captured each attendee’s contributor names and wove them into the experience as a surprise. Awarded a Bronze Medal by the Royal Horticultural Society.
VR + iPad experience built · pre-rendered 4K 360° · RHS Bronze Medal
The Life Garden VR experience for Cancer Research UK at the RHS Hampton Court Palace Flower Show 2016 — awarded an RHS Bronze Medal.
2010
Trailer · Maverick Media · Crytek · EA Games
Crysis 2: The Wall
Technical lead on the launch trailer alongside Crytek and EA Games. Won the Mi6 Best Games Trailer award — twice.
2023
VR/MR Prototypes · Meta XR Input Platforms
Meta XR Prototypes
Prototyped scalable VR/MR experiences for Meta’s latest Quest headsets — input-platform interactions. Details under NDA.
Consultancy era
Enterprise 3D Visualisation · Contex-City
EMMa3D Core Platform
Created the foundational code for EMMa3D’s enterprise 3D visualisation platform. Delivered a 40% reduction in development cost on a JP Morgan engagement.
Consultancy era
Robotics Simulation · National Nuclear Labs
Nuclear Robotics Simulation
Robotics simulation and automated vehicle guidance for the UK’s National Nuclear Laboratories — critical-infrastructure environment.
Consultancy era
Industrial Training · Hyster-Yale
Forklift Operations Simulator
Forklift operations training with precise lidar and camera integration, plus a dynamic world-builder for accurate environmental emulation.
Consultancy era
AR · Maintenance & Field Service
AR Indoor-Navigation App
Offline-capable AR indoor-navigation for maintenance staff — location-based virtual notes and real-time interfacing with physical electronics.
Consultancy era
Live Event · Computer Vision
Bastille Concert Interactive Floor
Interactive graphical application for a Bastille live concert — floor sensors translating audience movement into real-time visual effects.
Consultancy era
Mixed Reality · Retail
In-Store MR Gaming Booths
Magic Leap and Kinect in-store experiences using human-body tracking — endless runner and arcade-shooter mechanics for retail activations.
Consultancy era
VR · TV Adaptation · Photogrammetry
“A Discovery of Witches” VR
VR adaptation of the TV series using photogrammetry and refined point-cloud scans to recreate the world for immersive viewing.
Consultancy era
Mobile · Freemium · Licensed IP
Mr. Bean Freemium Game
Freemium mobile game starring Mr. Bean — character licensing, freemium economy and mobile-first build.
Consultancy era
Live Brand Activations · EE
5G London Launch Experiences
Interactive launch experiences for EE’s 5G rollout in London — in collaboration with Apple, coinciding with the first 5G-capable iPhone — large-format live brand events.
Consultancy era
Enterprise AI · IBM
IBM Watson AI Build
Contributed to an IBM Watson AI initiative — enterprise AI showcase.
Showreel (2021)
Across both · Visual portfolio
A visual overview spanning client and agency projects and founder work — examples from across the years.
Projects I founded myself and led for clients across the years. Originally produced as a showreel for my consultancy, HAUD / Protected Void — hence the logo at the end.
What the press wrote, and — louder than any quote — what companies did after working with me or with what I built.
Press
“…unlike anything we’ve ever played before on our mobiles.”
GameTrailers, on Commando Jack
Industry validation
Assessed a new concept I was designing in the Commando Jack franchise as having multi-million revenue potential — and offered me a product role on the strength of it. I declined, to stay founder.
NaturalMotion (VP level)
Publisher · action
Selected Commando Jack for the Summer Showcase from a portfolio of 150+ titles — presented to the world press alongside Medal of Honor and Crysis.
EA Games / Chillingo
Agency · action
After I identified ~£2m in annual savings inside a three-month contract, the answer came as an offer: a permanent role heading up the function.
What twenty years of building has actually taught me.
These aren’t borrowed from books. They’re what I’ve come to believe, the hard way, from products that worked and products that didn’t.
01
Software is the rare product that doesn’t get more expensive to sell.
Physical products tax you with manufacturing every time you transact. Software duplicates on sale. This single property changes what’s possible — for founders, for impact, for the kind of legacy a working life can leave, by making it easier to reach more people.
02
The screenshot test.
I developed this during my Master’s. Take a few screenshots of the current version of a product next to the previous one. If a customer can’t tell the difference, it isn’t a new product — it’s an update. Real innovation has to be visible at the level of the user’s actual experience.
03
Understand the build, and you build better software.
You don’t have to write every line. But a leader who understands how the thing is actually made decides better — what something truly costs, how it scales, whether you’re asking for a day’s work or a quarter’s. Technical depth isn’t about staying in the code; it’s about never having to lead in the abstract.
04
Build what you need, ship lean, listen carefully.
Validation interviews have their place, but the fastest validation is often to build a product you would genuinely use, keep the cost low, ship it, and study how the market responds. The fewer resources a launch needs, the lower the downside — and provided you listen to the response, no launched product is wasted. Each one sharpens the rarest skill there is: turning ideas into products.
05
Hierarchy of need beats novelty.
I moved from games to productivity because people need productivity more often than they need entertainment. The market for “I need this today” is more durable than the market for “I want this today”. Games were a wonderful place to learn. I find any software that benefits the user in a life-giving way is worth my time and effort.
06
Hone your unfair advantage. Don’t borrow other people’s.
Business books often describe what worked for one founder in one set of circumstances. Pick what fits the way you actually work.
07
Size the team to the problem, not the ego.
A small, personal problem I’ll ship solo and fast. A large one I won’t touch without the right team around it — because the bigger the challenge, the bigger the team and the bigger the risk, and those three move together. Building alone in my own time and leading an operation of hundreds at R/GA are the same instinct applied at different scales. The point was never to work alone; it was to match the team to the work.
08
Conviction is a multi-year sport.
A real product takes years to find its market and longer to sustain. I ran a company for more than five years drawing no salary — my own money in, raising along the way — because I believed in what we were building. Ten years in entertainment, then a deliberate decade moving up the ladder of human need toward things people need. That isn’t restlessness; it’s knowing where time is best spent, then staying the course.
Executive leadershipOwn product & technology, end to end
Chief Product Officer / Chief Product & Technology OfficerAt founder-led businesses or scale-ups where one executive owns product strategy, delivery and go-to-market, with oversight of technology.
Founding CPO / CPTO at earlier-stage companiesSame role at smaller or pre-product-market-fit companies, where the work means originating and shipping the first products yourself before there’s a team to lead.
Entrepreneurial leadershipCreate and own new ventures — inside a company, or with a backer
Entrepreneur-in-residence, corporate innovation & new product divisionsComing into an established, well-backed company to stand up a net-new product, division or tiger team and run it like a startup — assess the landscape, find the opportunity, build it, hire and lead the team around it, and own the result and its P&L. The founder’s mindset applied inside a business that already has scale and funding.
Founder-in-residence (venture studio / VC-backed)Partnering with a venture studio, VC or capital backer to find, validate and build a new company from zero — with funding and conviction behind it and real equity in the outcome. Originating the concept, building the first product, proving the market, then scaling the team. The part of the work that’s most in my DNA: full end-to-end ownership, verified by the market.
Advisory & flexibleLighter commitments and board-level input
Fractional, part-time and contract engagementsSame roles, lighter commitments — fractional CTO/CPO arrangements, part-time leadership, contract engagements, hourly with reasonable minimums, or packaged work where scope is defined.
Board & advisory positionsI previously served on Kingston University’s Industrial Advisory Board alongside Google and IBM, and was invited to support UAL. I advise selectively, paid and pro bono — and I tend to find what others miss: ~£2m in annual savings spotted at McDonald’s (R/GA); a founder saved tens of thousands on office fees; an Uber-scale funding gap exposed for another; a venture realigned with a founder’s goals, risk tolerance and lifestyle.
The common thread
Whichever shape it takes, I work best close to the commercials — the revenue, the deals, the budgets, the numbers that tell you whether the product is actually working. That proximity is where I add the most value; it’s how I found the ~£2m at McDonald’s. A role that walls product off from the P&L tends to under-use what I bring.
London-based, remote-first and available globally. Currently founder & technical lead on a near-launch productivity product, and part-time senior engineer at ImpactXP.ai — both deliberate, both keeping me close to shipping and to current tooling and practice. Download my CV (.docx) or find me on LinkedIn.
Get in touch
Let’s talk.
The best way to reach me is email. Reveal it below — a message comes straight through to me, and I’ll reply if it’s a fit.