Jason Chown - Timeline

So, what exactly have I been up to for all this years? I think I better get it documented before I forget...

most recent first — scroll down for earlier work · click projects for details

SCEE Studio Liverpool
Various roles from R&D Programmer to Technical Director Feb 1998 – May 2010 (12 yrs 4 mos) Liverpool, UK
Setgo
Co-Founder & Technical Director May 2010 – Mar 2013 (2 yrs 11 mos) Liverpool, UK
Manchester Metropolitan University
BSc (Hons) Applied Computing Sep 1990 – Jun 1994 (3 yrs 10 mos) Manchester, UK
Psygnosis
Programmer Jun 1994 – Jun 1995 Liverpool, UK
Ocean Software
Lead Programmer Jun 1995 – Jan 1998 (2 yrs 8 mos) Manchester, UK
Starship/vTime
Technical Director, CTO Jul 2013 – present (12 yrs 11 mos) Liverpool, UK
Showroom Dummies
Freelance Developer Mar 1988 – Mar 1989 Somerset, UK
Powerhouse Design Graphics
Programmer Aug 1986 – Sep 1987 Portsmouth, UK
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2026
now

SCEE Studio Liverpool

Racing Engine

Feb 1998 – Apr 1999 · 1 yr 3 mos

  • C/C++
  • Physics
  • Games

Built the collision detection and response system for Psygnosis internal Racing Engine physics system.

  • Built oct-tree spatial partitioning.
  • Used impulse responses to drive rigid body dynamics.
  • Designed "Car Ball" demo.

SCEE Studio Liverpool

Formula One Series

Apr 1999 – May 2003 · 4 yrs 2 mos

  • C/C++
  • PS2
  • Games

Took the code from the internal Racing Engine and created it for the Playstation 2 platform.

  • Built the initial PS2 rendering pipeline and VFX.
  • Built SoftImage and Maya art tooling.
  • Yearly iterated franchise across multiple platforms.

SCEE Studio Liverpool

Head Programmer

May 2003 – Jul 2008 · 5 yrs 3 mos

  • Manager

Managed the Liverpool Studio programming team.

  • Personnel management (hiring, firing, performance reviews).
  • Defined engineering practises.
  • Formed teams.
  • Liaised with other studios.

SCEE Studio Liverpool

Studio Group Head of Tools

Jul 2008 – Mar 2010 · 1 yr 9 mos

  • Manager

Led the development of tools for the combined Studio Liverpool/Evolution Studios/BigBig Studios group.

  • Oversaw art & workflow tools and processes.
  • Liaised with other studios.

SCEE Studio Liverpool

Imogen

Sep 2003 – Mar 2011 · 7 yrs 7 mos

  • C/C++
  • CI/CD
  • Java

Created a generic build system for F1 that became a core SCE WWS tool.

  • Combined code & data build requirements into a holistic system.
  • Leveraged accurate knowledge of dependencies to enable caching and distribution.
  • Used by SCE teams worldwide.
  • Continued support as freelancer after leaving SCEE.

Setgo

Castaways

May 2010 – Mar 2012 · 1 yr 11 mos

  • Java
  • Backend
  • Web
  • Analytics
  • AWS

Web-based idle clicker game with social features.

  • Built for Facebook, also released on Hi5.
  • Analytics tools became foundation for Pingflux.

Setgo

Pingflux Analytics

Mar 2011 – Mar 2013 · 2 yrs 1 mo

  • Java
  • Backend
  • Web
  • MongoDB
  • Analytics
  • AWS

Created a game-focused analytics service.

  • Designed a flexible event schema for game telemetry using MongoDB.
  • Built a real-time customisable processing pipeline on AWS.
  • Used by several indie studios.

Manchester Metropolitan University

Applied Computing Degree

Sep 1990 – Jun 1994 · 3 yrs 10 mos

  • Amiga
  • PC

Gained a 2:2 degree in Applied Computing.

  • Courses on SQL, BCNF, Modula-2 and Expert Systems.
  • Final year project "Realtime 3D Engine", an experimental C++ implementation.

Manchester Metropolitan University

Microprose Software Ltd

Sep 1992 – Jul 1993 · 11 mos

  • Amiga
  • PC

Worked at Microprose Software's newly opened Manchester office during the sandwich year of the degree course.

  • Ported Ancient Art of War in the Skies to the Amiga.
  • Worked on unreleased Mosquito flight simulator.

Manchester Metropolitan University

Challenge Golf

Aug 1990 – Apr 1991 · 9 mos

  • 68000
  • Amiga

Freelance contract while studying.

  • Paid for my band's new drumkit.

Psygnosis

Access All Areas

Jun 1994 – Jun 1995 · 1 yr 1 mo

  • PlayStation
  • C/C++

Brought in to work on an audio/visual project with music artists.

  • Inspired by Peter Gabriel's Xplora 1.
  • Built rendering system for the original PlayStation.
  • Left due to commuting issues.

Ocean Software

HMS Carnage/Dreadnought

Jun 1995 – Jan 1998 · 2 yrs 8 mos

  • C/C++
  • PC

Lead the development of HMS Carnage/Dreadnought.

  • Developed a true-color software renderer that ported seamlessly to 3Dfx.
  • Large landscape with a multitude of ground and air vehicles.
  • High profile (cover of Edge magazine) but cancelled.
  • MMX support via collaboration with Intel.

Starship/vTime

Cybercook and Cybercook VR

Jul 2013 – May 2015 · 1 yr 11 mos

  • Unity
  • C#
  • VR

Cooking game for tablets and VR.

  • Initially built for Android/iOS tablets.
  • Launch title for Samsung GearVR.

Starship/vTime

vTime XR

May 2015 – May 2019 · 4 yrs 1 mo

  • C#
  • Unity
  • AWS
  • VR
  • Kotlin
  • Backend
  • Web

Created a cross-platform, cross-reality social VR application.

  • Built the core UI for controller-less VR.
  • Built backend infrastructure & app synchronization.
  • Built CI/CD and asset delivery pipelines.
  • Continued maintenance until December 2025.

Starship/vTime

vTag

May 2019 – Oct 2020 · 1 yr 6 mos

  • C#
  • Unity
  • AR
  • iOS
  • Android

Created an AR location-based messaging application.

  • Built the application framework.
  • Built CI/CD and asset delivery pipelines.

Starship/vTime

VIA

Oct 2020 – Feb 2022 · 1 yr 5 mos

  • C#
  • Unity
  • MR
  • ML

Mixed reality/AR glasses avatar chat app.

  • ChatGPT-powered avatars with full animation and voice synthesis.
  • Part of the Deutsche Telekom Hubraum initiative.
  • Deployed on nReal glasses (now XREAL).

Starship/vTime

VIA (cont.)

Dec 2023 – May 2024 · 6 mos

  • C#
  • Unity
  • MR
  • ML

Mixed reality/AR glasses avatar chat app.

  • ChatGPT-powered avatars with full animation and voice synthesis.
  • Used Snapdragon Spaces platform.
  • Deployed on Lenovo ThinkReality glasses.

Starship/vTime

Last Stand

May 2024 – Dec 2024 · 8 mos

  • C#
  • Unity
  • HLSL

Software support for Soul Assembly.

  • Built profiling infrastructure and optimised game.
  • Worked on XR functionality (occlusion).
  • Added room calibration functionality.

Starship/vTime

Border Bots

Feb 2022 – Dec 2023 · 1 yr 11 mos

  • C#
  • Unity
  • Design

Stand-in production and creative roles.

  • Took over production after Producer left.
  • Helped out with story and dialogue.
  • Built intro scene and character cutscenes.
  • Recorded voice acting and motion capture.

Starship/vTime

Project Roots

Dec 2024 – May 2026 · 1 yr 6 mos

  • C#
  • Unity
  • HLSL

Building a Unity-based codebase for a Team17 established franchise.

  • Terrain rendering.
  • Weather system.
  • Camera system.
  • Terrain generation & level editor.
  • Physics parallelisation.
  • Network synchronization tools & debugging.

Showroom Dummies

Lancaster

Mar 1988 – Mar 1989 · 1 yr 1 mo

  • 68000
  • Amiga

Developed for CRL.

  • Published on the Actual Screenshots label.
  • An early solid 3D engine for the Amiga.

Powerhouse Design Graphics

Matterhorn Screamer

Aug 1986 – Oct 1986 · 3 mos

  • 6502
  • C64

Ported a PC game to the Commodore 64.

Powerhouse Design Graphics

Neutrino

Jan 1987 – Mar 1987 · 3 mos

  • 6502
  • BBC

Written very quickly between projects.

Powerhouse Design Graphics

Cute to Kill

Oct 1986 – Jan 1987 · 4 mos

  • 6502
  • BBC

Original platformer/shooter with cute aliens to massacre.

Powerhouse Design Graphics

Mission Icarus

Jun 1987 – Sep 1987 · 4 mos

  • 68000
  • Amiga

Ported the ST game to the Amiga.

Powerhouse Design Graphics

Pursuit to Earth

Mar 1987 – Jun 1987 · 4 mos

  • 68000
  • Amiga

Original game for the Amiga.

  • An homage to Gyruss.