The home of Tim's work.
Things I've made
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Moofi Studios
Unannounced
Unannounced quiz game
An unannounced trivia title for a UK games studio.
I'm writing the questions for a new trivia title from a UK games studio. That's about all I can say until it's announced.
My role
- Question writing for the whole game.
- More to follow once the project is announced.
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Moofi Studios
Unannounced
Video streaming analysis tech
Analysing live video streams, in the works.
Technology that analyses live video streams as they happen. It's for a project that hasn't been announced yet, so the details stay under wraps for now.
My role
- Research and development of the analysis tech.
- More to follow once the project is announced.
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Moofi Studios
New
CurveTime
Eight players, one arena, and a line you must not touch.
Your ship never stops moving and never stops drawing, and every trail is a permanent wall. Slip through the gaps, grab powerups that seal the arena or fatten your line into a monster, and outlive the lobby.
Rounds take a minute, matches take five, grudges last all night. Plays in any browser, on your phone, or inside Discord with your whole voice channel in one lobby.
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Moofi Studios
Roblox experiment
Book Sort Rush
Shelve the books before the library shuts.
Simple to explain, impossible to explain why it's this stressful. Sort and return books at speed, with PvP, high-score levels and a full-speed obstacle course.
An experimental test rather than a full release. It's up, it works, and we keep poking at it.
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Codices Interactive
Acquired
Quiz Kit
A live gameshow where the chat are the contestants.
Quiz Kit was one of the first Twitch Extensions enabling creators to build their own live interactive game shows on Twitch. It peaked at over 4 million monthly viewers and 17,000 monthly active creators, offering a range of game modes and subscriptions. This led to adoption and use by several large brands.
Quiz Kit has since been acquired.
My role
- Developed the concept for the application.
- Prioritised feature development.
- Built the prototype of the application.
- Managed the design and asset creation.
- Managed the optimisation of the extension store page.
- Managed the development of the core back-end and front-end systems.
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Codices Interactive
Livestreaming platform
Moar
A whole streaming platform, built and launched from scratch.
Moar was an innovative live-streaming platform designed to engage audiences through interactive shows and content, including trivia games and other live experiences. It featured unique game modes, such as prize-based competitions, and encouraged viewer interaction, making it a dynamic platform for real-time entertainment.
The app consisted of a mobile app on Android and iOS for watching content alongside a web experience for creating and controlling live interactive shows.
Moar peaked at around 10 different content creators and 400 daily users with strong early revenue metrics, however we didn't grow the app quickly enough to sustain our cashflow burn rate to run it.
My role
- Created the concept for Moar and led the feature set.
- Oversaw user acquisition and all aspects of the project.
- Conducted market research and led the feature push.
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Codices Interactive
Moar Trivia
Daily live quiz show
Moar Trivia was a daily live gameshow where players answered five questions, competing for prizes. The show featured various game modes, including "split the pot," where participants shared winnings, and "top 5" prizes for the highest scorers. The format proved popular, with over 1,000 live shows and a peak of around 400 concurrent viewers. Developed with insights from Paul, who previously worked on HQ Trivia, Moar Trivia created an engaging and competitive environment for its users.
My role
- Managed and contributed to question writing, focusing on creating challenging, 'unGoogleable' questions to enhance player engagement.
- Collaborated with designers to promote the game format and shows effectively.
- Hosted daily content on the platform, ensuring a consistent and engaging experience for users.
- Developed prize incentive strategies and implemented growth tactics to increase participation and retention.
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Opposable VR
BAFTA nominated
I See Ooo
VR game
Cartoon Network's "I See Ooo" is a virtual reality mobile game that brings fans into the world of Adventure Time. Players join Finn the Human on a mission to save his friends, frozen by the Ice King, across the Land of Ooo. The game features original stories, popular characters, and multiple gameplay modes like Snowball Fight and Glider Flight. The experience launches with a Jake-the-Dog branded VR viewer, offering 20 levels per game and unlockable content, targeting both kids and adult fans.
The combined "I See Ooo" virtual reality branded viewer and mobile game could be purchased at pyramidshop.com and Forbidden Planet and is targeted at kids 7+ and adult fans.
It was nominated for a Children's BAFTA Award.
My role
- Conducted initial cold prospecting with a merchandise producer for Cartoon Network Apparel to bring the deal in.
- Sold the project to key stakeholders.
- Developed pitch decks and led efforts to close the project with the client.
- Collaborated with the team to identify and push forward creative opportunities for the project.
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Codices Interactive
Amazon Prime & Premier League
Live custom gameshow
To engage viewers and boost awareness of Premier League games on Prime, Codices launched a unique live gameshow format, running annually for three consecutive Premier League seasons. The gameshow featured audience-vs-audience competitions and was tailored to match the Premier League's branding each season. Codices jointly managed the format and production, as well as developed analytics and engagement reports.
The show averaged over 75,000 viewers per episode, achieved a 66% viewership increase at its peak, and produced a total of 9 hours of content.
The shows ran for three years with graphics updates after each iteration.
My role
- Pitched the concept to Twitch and closed the project.
- Produced the live experience with the influencers and team at Twitch.
- Worked with the creative teams to design the core gameplay systems.
- Acted as the primary liaison between the client and the creative/development team.
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Codices Interactive
Warframe TennoCon
Live interactive gameshow
At TennoCon, the annual Warframe event, Codices developed a custom multi-streamed live quiz to engage viewers. The quiz streamed on YouTube, Twitch, and Steam, collecting over 100,000 emails and distributing prizes to participants.
With a custom-designed look and feel, the event achieved over 500,000 peak concurrent viewers and engaged 303,000 unique players. The quiz had a 60% engagement rate, with organisers praising Codices for facilitating a meaningful connection with their player community.
This was the largest interactive quiz run to date on the Twitch platform.
My role
- Conducted business development and initial pitching for the project.
- Led meetings and negotiations with Digital Extremes.
- Closed the deal.
- Acted as the primary liaison between the client and the creative/development team.
- Ensured that the final product aligned with the client's vision and expectations.
- Managed the prize distribution process and live service operations.
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Codices Interactive
Jagex Live RuneScape Shows
Live interactive shows
We partnered with Jagex to increase viewer engagement and retention for their RuneScape and Old School RuneScape communities by delivering a bespoke branded version of Quiz Kit. This customised solution featured regular quizzes with game bonds as prizes, a unique RuneScape-themed look and feel, and integrated leaderboard and email capture for prize fulfilment. An analytics dashboard provided insights into player engagement.
The best-performing show achieved a peak of 14,885 concurrent viewers, with 10,319 unique players and a 70% engagement rate.
James Day, Head of Community Management at Jagex, said, "Quiz Kit offers our audience the next generation of interactive engagement, enabling them to play along competing for kudos and prizes, levelling up the entertainment and keeping players engaged with our games."
My role
- Pitched the concept to Jagex and closed the project.
- Worked with the creative teams in meetings.
- Acted as the primary liaison between the client and the creative/development team.
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Codices Interactive
Hi-Rez Smite World Champion
Live interactive gameshow
We collaborated with Hi-Rez Studios to create a custom gameshow quiz experience for Smite, specifically for their Hi-Rez Showcase event. The project involved developing a unique look and feel that reflected the game's branding and engaged fans through an interactive live gameshow format.
My role
- Acted as the primary liaison with the client, managing communication throughout the project.
- Led business development efforts to secure and close the project with Hi-Rez Studios.
- Oversaw client management during the development process to ensure alignment with their vision and goals.
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Game-Debate
Game-Debate Livecast
Live podcast & video series
I hosted a weekly live video series on the Game-Debate YouTube channel, delivering the latest news in gaming. This interactive show featured discussions on current events, interviews, and community engagement. The series aimed to provide viewers with timely insights and foster a vibrant discussion around gaming trends.
My role
- Hosted each episode, guiding discussions and engaging with viewers.
- Set up the technical aspects of the live stream, ensuring smooth broadcasts.
- Arranged guest appearances, coordinating with industry experts.
- Prepared topics for discussion, ensuring a relevant and engaging show.
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Giznode
Mark Thompson's Stargazing Live
VR experience
We created an educational virtual reality experience with renowned British astronomer Mark Thompson, known for his work on BBC's Stargazing Live. The experience provided users with an immersive tour of the universe, featuring scientifically accurate planet models, high-quality 3D visuals, and soundscapes. Designed for both the Samsung Gear VR and Google Cardboard, this project aimed to captivate audiences through live stage shows, museum exhibits, and at-home experiences.
My role
- Led business development, securing the partnership with Mark Thompson and overseeing the project's direction.
- Conducted live demos for stakeholders to showcase the VR experience's educational value.
- Managed the creative concept and coordinated with the development team to deliver a polished final product.
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Giznode
VR Go Controller Game
Experimental prototype
I developed a demo experience for the VRGO Chair, a motion-responsive controller that allows users to navigate virtual environments by leaning and shifting their body. This unique device was showcased in a custom-designed demo game that highlighted the chair's potential for immersive VR experiences, blending intuitive movement with gameplay. It was made in Unreal Engine.
My role
- Designed and conceptualised the demo game to demonstrate the VRGO Chair's functionality.
- Worked on integrating motion control features to create a seamless and interactive experience.
- Collaborated with the team to align the game design with the chair's unique movement capabilities.
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Opposable VR
IBM AR Wall Experience
AR experience
As part of IBM's "Future of Government Services" programme, Opposable VR partnered with George P. Johnson to create an Augmented Reality (AR) experience. Designed to convey IBM's futuristic vision, the project features a mural at IBM's London training centre, with an accompanying AR app. The app allows users to access additional information by scanning icons on the mural with a tablet or phone, enhancing IBM's message through an interactive, tech-forward demonstration. The experience is also accessible online, expanding IBM's reach to clients both on-site and remotely.
My role
- Conducted business development and initial pitching for the project.
- Led meetings and negotiations with GPJ.
- Closed the deal, securing the project for Opposable.
- Acted as the primary liaison between the client and the creative/development team.
- Ensured that the final product aligned with the client's vision and expectations.
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Opposable VR
AT&T Virtual City VR
VR experience
Opposable collaborated with George P. Johnson and AT&T to develop a bespoke VR experience for the Oculus Rift, showcasing AT&T's connected city and Internet of Things concepts. Users journey through a city via helicopter and car, guided by a voiceover and interacting with the experience using an Xbox One controller.
The VR experience, designed with AT&T's branding in mind, featured an operations room briefing and engaging visuals. It debuted at Mobile World Congress, where it attracted large crowds and positive feedback, and will continue to be used at events worldwide.
My role
- Conducted business development and initial pitching for the project.
- Acted as the primary liaison between the client and the creative/development team.
- Ensured that the final product aligned with the client's vision and expectations.
- Managed a live events team to deliver the project.
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Opposable VR
Akamai VR Experience
VR experience
In 2015, Akamai collaborated with Opposable VR to develop a Virtual Reality experience for conferences, showcasing Akamai's services in an engaging and accessible way. The project used Oculus Rift and Google Cardboard VR to draw attention and explain Akamai's complex services through immersive visuals and audio.
My role
- Conducted business development and initial pitching for the project.
- Led meetings and negotiations with Akamai.
- Closed the deal, securing the project for Opposable.
- Acted as the primary liaison between the client and the creative/development team.
- Ensured that the final product aligned with the client's vision and expectations.
- Managed the live event and technical equipment procurement for the event.
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Opposable VR
Vodafone Table Tennis VR
VR game
Vodafone and Huawei collaborated with Opposable to create a virtual reality table tennis experience to showcase the capabilities of 5G internet on Huawei phones at Mobile World Congress. The experience featured a custom controller and mobile headset, allowing users to control a robotic arm through three stages, each representing different connection speeds (3G, 4G, and 5G). As connection speeds increased, the robot's responsiveness improved, highlighting 5G's low latency. The experience became a key attraction, effectively demonstrating 5G's potential and showcasing Huawei's mobile technology.
My role
- Conducted business development and initial pitching for the project.
- Led meetings and negotiations with Vodafone and Huawei.
- Closed the deal, securing the project for Opposable.
- Acted as the primary liaison between the client and the creative/development team.
- Ensured that the final product aligned with the client's vision and expectations.
What I specialise in
App development
From prototype to production.
Fourteen years of shipping real products: Twitch extensions, a livestreaming platform with apps on iOS and Android, web apps and live-ops tooling. I prototype fast to find out if an idea works, then build the version that has to hold up with millions of people using it.
Game development
Small games, made properly.
CurveTime, a browser and Discord arena game for eight players. Book Sort Rush on Roblox. A BAFTA nominated VR game for Adventure Time, and a trivia title that's still under wraps. Short sessions, quick to learn, hard to put down.
VR/AR development
Headsets, viewers and murals.
VR and AR work going back to the Oculus Rift and Google Cardboard days: a BAFTA nominated Adventure Time VR game, conference experiences for AT&T and Akamai, an AR mural for IBM, and a 5G table tennis robot for Vodafone.
Livestreaming
Live, interactive, at scale.
Quiz Kit put live gameshows into Twitch streams for 3.5 million monthly users. Moar was a livestreaming platform built from scratch. I've run custom live shows for the Premier League, Warframe's TennoCon and Jagex, and I'm now working on video streaming analysis tech.
Trivia question writing
Thousands of questions, and counting.
6,000+ for Moar Trivia, a full set for an unannounced trivia title, and thousands more for live shows with Jagex, Warframe and the Premier League. Hard but fair, properly researched, and written to be unGoogleable.
Education & lecturing
Teaching the next lot.
I taught cyber security and computer science at UA92 on Lancaster University courses, and I still teach. I also built an educational VR tour of the universe with astronomer Mark Thompson, used in live stage shows and museum exhibits.
Start-ups
Co-founded, funded, launched.
I co-founded Codices Interactive and led teams of up to twenty people through new product launches. Along the way I raised over £4m in pre-delivery funding, launched Quiz Kit to 3.5 million monthly users, and built Moar from scratch.
R&D
New systems, tested on real audiences.
I've built and developed new systems to deliver live interactive video to millions of users, and completed academic research alongside it. Right now that includes video streaming analysis tech for a project that hasn't been announced yet.
Tech I use
Unity
Unreal EngineRoblox Studio
C#
JavaScript
TypeScript
Lua
Python
HTML
CSS
Twitch Extensions
Discord Activities
Meta QuestGoogle Cardboard
iOS
Android
Node.js
Git
GitHub
Vercel
AWS
Figma
Google WorkspaceOBS Studio
About Tim
14 years building and launching digital entertainment products.
I've raised over £4m in pre-delivery project funding for apps, games and digital experiences, managed multi-disciplined teams of up to 20 people, and launched Quiz Kit on Twitch to over 3.5m monthly active users, along with Moar, a brand new livestreaming platform. I'm at my best working with high performing teams to build new future visions.
AI Product Manager at NewGen
Since May 2026, in Manchester.
My role is to design, build and maintain new AI focused applications that replace SaaS, and new tools for innovative marketing campaigns.
Brands I've worked with
Say hello
The quickest way to reach me is email. I read everything, and reply to most of it.