Strategic advisory
Clarify studio direction, commercial positioning, operating models, partnerships and the choices that shape the next phase.
I advise founders, boards and leadership teams on strategy, M&A readiness and leadership. I bring the perspective of someone who has built studios, led teams and navigated acquisitions from inside the work.
Robert provides strategic advisory, M&A readiness and leadership counsel to founders, boards and leadership teams. He also writes, speaks and takes on selective operating work where his experience can make a practical difference.
Strategic advisory · M&A readiness · Leadership counsel · Writing and speaking · Selective operating work
Robert works directly with the people responsible for the next decision, helping them test the plan, identify trade-offs and move with more confidence.
Clarify studio direction, commercial positioning, operating models, partnerships and the choices that shape the next phase.
Prepare for a transaction, assess value drivers, pressure-test the story and get ready for diligence, negotiations and transition.
Use a direct, experienced sounding board for growth, restructuring, succession, difficult team decisions and strategic resets.
Clear, practical perspectives on company building, technical leadership, AI-assisted development and the realities behind acquisition.
Apply games-industry operating experience to technology strategy, creative organisations and evidence-led decision-making.
For hands-on game engineering, visit DinoSloth.
Robert’s advisory practice is grounded in operating experience: studio acquisitions, technical leadership at Epic Games and credits across several generations of hardware.
Leads an independent game-engineering and delivery practice.
Built a specialist co-development studio, partnered on Sea of Thieves and Conan Exiles, then led its sale to Keywords Studios.
Founded Pitbull Studio, sold it to Epic Games and led the UK operation contributing to Unreal Engine 4 and Epic titles.
From Destruction Derby and Test Drive to Wheelman and Dust 514, spanning low-level graphics, optimisation and studio formation.
Led rendering performance and optimisation work on Dust 514 for PlayStation 3 using Unreal Engine 3.
Worked on engine-level performance for Wheelman across PlayStation 3 and Xbox 360.
Built the studio and led programming across Test Drive, Demolition Racer and LA Rush before its acquisition by Midway.
Worked on Destruction Derby and a ground-up real-time 3D engine during the transition to PlayStation-era development.
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