The Team



Jason has overall architectural control of the PhyreEngine™ project, as well as being an engineer and top-level line manager.

Having been with SIE for more almost 20 years, Jason has worked on numerous projects including the PlayStation®2 performance analyser, and has been running PhyreEngine™ since its inception in 2003.





One day, Rob discovered he had fingers. Soon after, he discovered they were designed to hit keys and press buttons. Of course, if you ask his daughter, she’d tell you his fingers were best used for soldering and DIY.

After a career in CAD/CAM software development, Rob fell into game development in 1996. Since then, he’s built up extensive experience developing game engines.

In 2004, he brought that expertise to R&D with a focus on new feature development for PhyreEngine™.

Thanks to Rob’s traditional software engineering background, he’s as comfortable with PhyreEngine™’s high level system architecture as he is with low level optimisation.