Gary grew up in a family where going to university wasn't the expected path. His mother lives in Reading. He and his brother spent a significant portion of their early lives inside Marvel and DC comics, and Gary's ambition during those years was not vague. He wanted to draw panels for a living. The big splash page, the quiet conversation panel after it, the specific craft of constructing a page so that it breathes. Nobody told him that graphic design existed as a profession.
"Kids know what that is now," he says. "But we didn't. I didn't realise this was a thing."
He found it at Kent Institute of Art and Design, and from there the career took a shape that becomes logical only in retrospect. GQ first, as a designer and then associate art editor, at a time when the magazine operated at a level where you shot with real fashion photographers and the aesthetic was genuinely premium. Then Arena, Men's Health, Wired. Editorial was a design education at speed: twenty pages to the printer every week. Concepting Monday, shooting Thursday, laid out and done by the weekend. The clock was real and the output was constant and it turned out to be an extraordinary training ground.
The move into agencies required a gear change he hadn't fully anticipated. Spring Studios first, then Wednesday London, then eventually AKQA and RGA. Walking into a large agency after years in editorial had a quality of mild unreality. The timelines were different, the cast of characters was different, and there were job titles he hadn't encountered before. What he came to understand, once he'd found his footing, was that the underlying thinking wasn't different at all. Strategy had a new name for something he'd been doing throughout. Art direction had more rigmarole around it but the same core questions. The skills he'd built in magazines transferred, reliably, into every context he moved through. He worked this out fully when friends who had stayed in editorial asked him how to make the jump. He'd tell them: just go. "They call it something different. But what you've been doing, they more or less have different names for it." Each move after that got a little less frightening. The learning curve stayed. The existential uncertainty mostly didn't.
Made.com was the synthesis: the strategic weight of agencies, the output pace of brand work, the tangibility of a product that goes out and actually sells things. He was Creative Director, built a team, developed the Never Ordinary campaign. But what he talks about most from that period isn't the work itself. It's the team. The young ones who came in raw and enthusiastic, who he'd bring to shoots and stand further back from each time until they were out front and he was on the sofa watching them grow into it. He's not interested in protecting knowledge. "If we're not all winning, we're not winning," he says, and means it in both directions: the bad energy at the top that kills creative work, and the joy of a team that's really cooking.
This is, in some ways, what makes Gary such a consistent collaborator. Over the years he's moved through TFO projects in different constellations, different teams, different challenges. The through line is always the same: he finds his place, does his part with real accountability, and quietly makes the people around him better. He doesn't muddy the edges. He knows what he's doing and he does it, and if a project is good, he's genuinely happy about that, regardless of whose name is on which part.