Hey, I'm Charlie.
I'm a project manager and experience designer.
I've been working in the games industry for nine years.
I’m focused on creating awesome experiences for players, and quality products for clients and partners.
This is a record of the cool stuff I've achieved.
At Razer
In addition to this, during my time at Razer I was also responsible for:
My role at Epic Games has allowed me to work on some of the largest in-game events and tournaments in the games industry.
A selection of the events I have worked on include:
Most recently my focus shifted to back towards production and project management. Organizing the competitive operations team and standardizing our processes for the event creation allowed us to execute our first party tournaments more efficiently while minimizing issues within our complex tournament format and systems.
I was also responsible for running meetings, task and project tracking, deadline setting and management of the competitive team's internal calendar and roadmap.
In the run up to FNCS Invitational 2022, I worked with the development team to concept and implement a quest package for Legends Landing that I am very proud of.
In addition to this, during my time at Epic Games I was also responsible for:
This allowed me to have a broad view of the Fortnite team and a base understanding of everything that was required to run a first party Fortnite event. I created or updated documentation and processes as I went to benefit the whole team.
As the operations team grew to actively cover more time zones, I was in the perfect position to take responsibility for the on-boarding, training and mentorship of the new team members.
As NSE’s Head of Events I was responsible for the British University Esports Championship’s live events, online broadcast strategy and design, as well as the brand’s visual identity and web presence. In addition to this, I was responsible for contract event logistics and operations for our partners.
Operating the BUEC Finals I was accountable for P&L management, negotiating venue space and contracts, logistical planning and delivery of equipment, resource planning, hiring contractors, health and safety, and hospitality for both our staff and competitors.
For external events, my responsibility varied based on the needs of our partner or client. This could range from CAD planning/visualisation and event support, to a fully managed activation using our own concept and staff.
An example of this would be the Monster Energy booth at EGX. We created and managed a 1v1 CSGO arena with branded in-game assets for the public, alongside an exclusive collegiate Teamfight Tactics tournament.
During my role, I was responsible for the creation of Belong’s grassroots esports partnerships strategy. In addition to this, I was also the account manager for several accounts including Benchmark Sport, FaceIT and Excel Esports.The highlight of working in this role was the finalisation of the Excel Esports and Belong brand partnership, which has continued to this day as a mix of shirt sponsorship and joint activity across both brands marketing channels.
As part of my strategic responsibilities I helped design and test future changes to our venues, which allowed me to work directly with professional players to better understand the ergonomic needs around professional play. I also led the creation of premium, private and soundproofed practice areas in our venues for travelling international teams.
During this period I continued to operationally and logistically support our client’s external activations where needed; at both our own venues and external venues such as Twickenham Stadium and the National Exhibition Centre.
While working with GAME, I was responsible for the pre-production and design of the UK Masters national league program, and InsomniaGamingFestivals’ esports offering. This included P&L management, talent management, broadcast design and production, web presence, marketing, and KPI reporting.
The UK Masters program repeatedly exceeded our internal targets season on season for player growth, social impressions, engagements and all viewership metrics.
During live events I was responsible for the management and delivery of multiple activations, ensuring the delivery of agreed sponsorship obligations and that our key performance indicators met or exceed expectations.
In addition to this I have completed internal consulting work for the Belong Arena Clash program, and worked on a series of commercial pitches and project deliveries including the English language studio broadcasts of the LCS Qualifiers for Riot Games and floor managing Minecon Earth’s esports event for Microsoft.
After moving to Multiplay Events full-time I was responsible for the creation and well-being of a large team of esports staff and volunteers. In this role I created a self-sustaining pool of volunteers and staff, and provided support and training for new entrants into the industry.
During this time I was also responsible for the stage and floor management of esports stages at Insomnia Gaming Festival, Minecon 2015, and project management of contract esports, including the R6S: UK Open & Plantronics Halo UK Open.
My first position with Multiplay focused on providing first line support for both B2B and B2C clients across a large array of game titles. Through this I gained a wealth of experience providing excellent customer service.
I contributed to creation of internal processes for supporting DayZ, Minecraft, Battlefield Hardline, Fractured Space and more.
During this time I also began working Insomnia events in a technical support capacity allowing me to gain valuable experience working under pressure.