I joined the Codemasters Birmingham audio team in April 2016, late into the development cycle. The majority of my time on F1™ 2016 was spent investigating and fixing bugs, and consequently getting to grips rather quickly with Wwise and the proprietary ego engine package.

Post-release, I spent time communicating directly with the community via various platforms, passing on feedback to colleagues, and investigating players’ audio issues; fixing them for subsequent patch releases.

I am a huge fan of motorsport and cars, regardless, so landing a position on this project was a dream come true. Release day was very exciting, and seeing the game in a box was a memory I’ll treasure forever.