Project Vault

Case studies from shipped product work.

The projects might be finished; the lessons are not.

Selected Projects

Experiment, 2025

HallowHelp

HallowHelp is an experiment in using generative AI to create a complete fictional music release, not just tracks, but an entire cultural footprint. The project includes AI-generated music and lyrics across multiple genres, fully written liner notes, detailed band bios, album and single artwork, and a full festival poster, all designed to feel like a real charity compilation that exists in the world of my long-running DnD campaign. The aim was not just novelty, but coherence: every track is related to events or characters in the campaign, and plays like a satirical Live Aid analogue to the campaign's main cataclysmic event. The project culminates in a live, in-game charity festival that players can attend as their characters, blurring the line between artefact and experience. It is interesting because it treats AI as a worldbuilding tool, not a gimmick. I am testing whether generative systems can create culture, context, and continuity, not just content.

Community Learning, 2020-21

Digital Making at Home

Digital Making at Home is a series of over 100 episodes of interviews with tech industry professionals, demos, and coding walkthroughs delivered during lockdown in the pandemic. The playlist captures a large-scale response to home learning that kept digital making social, practical, and accessible when in-person sessions were not possible.

Social Impact, 2019

NCS Social Action Hackathon

A social action hackathon that runs like a game, plays like a bootcamp, and teaches Agile development by doing it. The NCS Social Action Hackathon is a two-day, roleplaying-led experience that reframes digital making as a collaborative game with real-world consequences. Participants form small startup teams tasked with designing a digital product in support of a UK charity, learning core Agile practices, basic Python, and rapid prototyping along the way. Structured as a sequence of facilitated sprints, challenges, and narrative beats, the experience blends hands-on making with reflection, teamwork, and social purpose. By dressing the hackathon in the mechanics of roleplay, it lowers barriers to participation, sustains momentum across long sessions, and helps young people experience technology not as an abstract skill, but as a tool for collective action and impact. The programme was written for a partnership with the National Citizen Service and delivered in five locations across the UK over five waves. I handled the full stack of delivery, from curriculum design and hiring our undergraduate delivery team to kit packing, transport logistics, and safeguarding.

Youth Innovation, 2017-18

Raspberry Pi Pioneers

Raspberry Pi Pioneers was an early, ambitious experiment in what teen-centred, engagement-led digital making could look like at scale. Designed as a series of time-boxed challenges for young people aged roughly 11-16, it flipped the usual competition model on its head: open-ended themes, team-based making, any technology allowed, and success judged as much on process, explanation, and creativity as on polish. What made Pioneers genuinely innovative at the time was its focus on agency and culture, not just skills, asking young people to frame problems, design solutions, document their thinking on video, and share their work publicly as makers. It blended hackathon energy with learning design, experimented with multi-award judging to value different strengths, and treated teens not as learners completing tasks but as creators contributing ideas to the world. In hindsight, it was a cutting-edge prototype for many ideas that later became mainstream in project-based learning, creator education, and youth-led innovation programmes.

Foundational Work, until 2017

HackLabUK

HackLabUK (my CIC, which I co-founded and ran until 2017) was the beginning of my career in engagement-led learning at scale, the point where "making weird, joyful learning experiences" stopped being a personal habit and became an actual practice. We were scrappy in the best possible way: small team, big energy, and a stubborn belief that young people learn fastest when you treat them like capable makers rather than passive recipients. What I’m most proud of is how early we got to collaborate with organisations that were absolute giants to us at the time, Microsoft Research, Arm, Redgate, Jagex, micro:bit, Raspberry Pi, Sonos, Barclays, google, Amazon and the ICL Robotics Lab, and still managed to keep the work playful, rigorous, and properly human. HackLabUK taught me how to build learning experiences that travel: from one-off workshops to repeatable programmes that other educators could deliver, without losing the spark that made them work in the first place.

Vault Playlist (instructions available on the Code Club Projects website)

If embeds are blocked, open the full playlist on YouTube.