
ABOUT

My name is Paul, and I’m the independent developer behind BitDriven, where I focus on learning and experimenting with game development. As a third-year university student, I’m still developing my skills and experience, but I approach every project with creativity and a strong commitment to growth.
BitDriven is my way of exploring game development while building a portfolio that reflects both my passion and evolving abilities. My goal isn’t just to make games that are fun to play, but also to keep improving with each new idea I bring to life.

My Story
About five years ago I was working jobs that paid the bills; behind a till, delivering pizzas, and I started asking myself whether this was really what I wanted to do with my life. The answer was no.
So I took a scary first step. At 35 years old, with rusty (and not exactly impressive) GCSEs, I enrolled in functional skills Maths and English at Peterborough College. I literally started from zero. From there, I moved onto a pre-access course covering more maths, English, and some science, and to my surprise, I actually loved it. Especially the maths.
That gave me the confidence to apply to ARU Peterborough for their foundation year in Computer Science for Game Design. Honestly, I didn't think I'd get in.
But I did!
Since that day, I’ve thrown everything I have into making the most of this second chance. I’m now in my final year, on track to graduate with a First Class Honours degree. And somewhere along the way, I took the biggest leap yet. I founded BitDriven and started building the game I’d always dreamed of making.
It’s been one hell of a journey… and honestly, it still feels like I'm only just getting started.
About BitDriven
The games industry has been going through a rough time. Layoffs in the thousands, studios closing, and a lot of uncertainty for anyone trying to break in. I heard it first hand sitting in a talk at Gamebridge 2025, a panel discussing what the future might look like for the next generation of developers.
But sitting in that room I looked around and all I could think about was how I was surrounded by talented people who are all just aching for a chance to get into the industry, this made me realise. You don't need a triple A studio. You need a computer, time, and a dream. Within two months I became a sole trader and BitDriven was born.
I went back for my final year at ARU a month later so the business took a back seat for a while but the foundation is there and that grew with the website, the cosmogenesis brand, and the first game for wishlist on Steam.
BitDriven exists because I believe you don’t need permission to start, you can just press play.


