You've got the idea. Let's make it real.
I turn ideas and prototypes into real, market-ready products.
I help founders and teams work out what to build, get the right product into users' hands quickly, and learn from the market before committing serious time and money.
I can stay involved from the first conversation through prototype, launch and growth — as a hands-on technical product partner or Fractional CTO.
The Journey
From possibility to product.
Start small. Learn quickly. Invest further when the evidence says you should.
Validate
Understand the opportunity.
Typical outcomes
- Market & competitor insight
- Audience definition
- Key assumptions identified
- Early risk assessment
- Validation plan
Define
Decide what the first product should be.
Typical outcomes
- Product proposition
- User journey
- MVP feature set
- Technical approach
- Roadmap & success measures
Build
Get something real into people's hands.
Typical outcomes
- Interactive prototype
- Working MVP
- Product architecture
- Backend & services where needed
- Regular demonstrations
Launch
Put it in the market.
Typical outcomes
- Production release
- App Store / marketplace deployment
- Analytics in place
- Early user feedback
- Real-world product data
Grow
Scale what works.
Typical outcomes
- Data-led iteration
- Product roadmap
- Recruitment & team building
- Partner / publisher support
- Ongoing Fractional CTO involvement
Selected Journeys
From ideas to live products.
A few examples of where I've come in, what needed solving and what happened next.

Product Madness
- Situation
- A profitable Facebook social-casino company preparing to enter mobile, with no mobile product yet.
- What I did
- Joined early, prototyped the mobile offering and recruited the initial Unity dev/art team.
- Outcome
- Bingo Madness turned profitable within months. Product Madness was later acquired by Aristocrat.

Project M — Dig That Gold
- Situation
- Founders had an ambitious concept but no product, architecture or development team.
- What I did
- Turned the concept into a product, built the initial Unity framework and recruited/led a ~15-person team.
- Outcome
- A live commercial mobile game, with publishing, analytics and real-world fulfilment behind it.

Karma Games — Puzzle Time
- Situation
- An ITV This Morning-linked puzzle product needed continuity as the original dev team departed.
- What I did
- Took technical ownership, rebuilt the puzzle-serving platform and built out CMS/content systems.
- Outcome
- A stable, maintainable platform now being explored as a reusable white-label product.
Independent projects
Camperstrike
My first independently created game. Covered by .net magazine and Sky TV.
Ultrakillz
An early real-time multiplayer FPS built in Flash as a self-initiated project, which drew interest from major games companies.
Tinnitus Masker
A self-initiated consumer hearing product, taken independently from a user need through design, build and mobile release.
Brands I've worked with
Who It's For
Who I work with.
Founders with an idea
You know the problem you want to solve but need someone experienced to help turn it into a viable product.
Founders with a prototype
You've already built something — yourself, with a freelancer or with AI tools — and now need experienced hands to make it real.
Established businesses
You have an internal product opportunity but don't want to build a permanent team before proving it's real.
Investors & connectors
You know someone with a promising idea and want to introduce them to a safe pair of hands.
Why Barrax
Build the important things first.
I work from the user experience backwards — asking whether a product solves a worthwhile problem before the interesting technical one, and whether the market wants the small version before building the large one. It's shaped by the 80/20 principle: get the small number of decisions and features that create most of the value right, first.
About Me
Designer. Developer. CTO. Product builder.
I've spent more than 25 years creating interactive digital products — starting in design and creative technology before moving through game development, mobile and technical leadership and CTO roles.
That unusual route means I'm as comfortable with commercial objectives and customer experience as I am with architecture and code — hands-on throughout, and used to taking products from a whiteboard conversation through to live operation.
It's to make good ideas real, without wasting years getting there.
Talk to Mike.
Have an idea, prototype or product you want to get into the real world? Tell me where you've got to and we'll work out whether I can help.