Hi, I’m Paul Blythe, a veteran game developer and software engineer with over four decades of experience in building engines, tools, and immersive experiences across PC, console, and mobile. I’ve led teams, shipped VR titles, and now focus on cross-platform development, streaming tech, eye-tracking, and future-proof game architecture. I love turning hard technical problems into reliable, scalable solutions and mentoring others along the way.

Paul Blythe

Hi, I’m Paul Blythe, a veteran game developer and software engineer with over four decades of experience in building engines, tools, and immersive experiences across PC, console, and mobile. I’ve led teams, shipped VR titles, and now focus on cross-platform development, streaming tech, eye-tracking, and future-proof game architecture. I love turning hard technical problems into reliable, scalable solutions and mentoring others along the way.

Next availability:
May 1, 2026

Hi, I’m Paul Blythe, a veteran game developer and software engineer with over four decades of experience in building engines, tools, and immersive experiences across PC, console, and mobile.

I’ve led teams, shipped VR titles, and now focus on cross-platform development, streaming tech, eye-tracking, and future-proof game architecture. I love turning hard technical problems into reliable, scalable solutions and mentoring others along the way.

See more

Language

English
Fluent

Work Experience

Lead Programmer at Supermassive Games
June 1, 2014 - November 1, 2017
Led low level coding efforts, focusing on memory systems, CPU optimisation, and VR performance (Rush Of Blood, Tumble VR). Responsible for automation testing, tooling, and delivering core systems from audio to gameplay and physics across UE4/PS4 platforms.
Contractor / AI & Rendering Engineer at Veros
November 1, 2013 - June 1, 2014
Contracting for real-time video compositing using CUDA, AI and rendering for gambling and racing games.
Games Programmer / Lead Programmer at Antix Labs
May 1, 2009 - November 1, 2013
Wrote original games and ported 3rd party games to Antix Game Player; extended AGP to EGL and OpenGLES; multi-platform ports across mobile devices; led porting efforts.
Contractor - Interactive Surfaces at LuminVision
June 1, 2004 - May 1, 2009
Contracting on interactive surfaces; XNA programming; shader work; gesture recognition with 2D/3D cameras; development toolchain creation.
Developer – Demos at Tao Group
June 1, 2002 - June 1, 2004
Created bleeding-edge 3D graphics and sound demos to showcase Intent OS; built bespoke demos for clients and demonstrated potential revenue streams.
Senior Software Developer at MCUK (Panasonic mobile phones)
December 1, 1997 - November 1, 2000
UI enhancements and factory customization for mobile handsets; evaluated new hardware technologies; contributed to system infrastructure and security aspects.
Head of Segmentation / Software Developer at Freeloader
November 1, 2000 - February 1, 2001
Led segmentation team; developed advertising software and content; contributed to web and client delivery.
Technical Director at MST
September 1, 1996 - June 1, 1997
Freelance technical director focusing on Y2K risk assessment and development of Y2K applications; recruited staff and scoped projects.
Software Developer at Adware Interactive Marketing
November 1, 1995 - June 1, 1996
Developing advertising applications; creating games, screensavers; pitching technical approaches to clients and delivering web content.
Director / Games Programmer at Absolute Image Creative Computing
June 1, 1992 - November 1, 1995
Directed games coding for PC and multi-system ports; led teams in UK, China and Taiwan; developed demos and development tools for multiple platforms.

Education

8 O Levels at Wisewood Comprehensive, Sheffield
January 1, 1975 - January 1, 1981
HND Electrical and Electronic Engineering at Sheffield City Polytechnic
January 1, 1982 - January 1, 1985

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Computers & Electronics