Welcome!
Hi, I’m Richard - a UK-based Lead Game Designer with a track record of creating commercially successful games across AAA, VR and mobile.
I’ve contributed to worldwide #1 hits Burnout Paradise and BLACK at EA/Criterion, led level design on Eight Days and Until Dawn at Sony London, and most recently led design on Thief VR: Legacy of Shadow.
Throughout my career I’ve specialised in gameplay systems, feature development, level design and leadership, combining big-picture thinking while remaining hands-on to craft polished experiences. I’ve also co-run an indie studio and continue to develop original games as personal projects.
I love building games that surprise, delight and stay with players.
Explore my portfolio find out more.
WHAT I BRING
DESIGN VISION
& DIRECTION
I define gameplay vision and design direction, translating creative ambition into cohesive systems and experiences. I balance player needs, project goals and production realities to keep development focused and the game true to its vision.
TEAM LEADERSHIP
&
DELIVERY
I lead designers and collaborate across disciplines to turn ideas into polished, playable features. From setting direction and communicating design intent to solving problems and driving implementation, I help teams do their best work.
LEVEL DESIGN
&
PLAYER EXPERIENCE
I craft engaging spaces, encounters and player journeys that bring gameplay to life. Combining pacing, exploration, combat and environmental storytelling, I create memorable experiences that balance player freedom with deliberate design.
Creative Direction
Design Pillars
Brand Identity
Production Strategy
Gameplay Design
Leadership & Mentoring
Systems & Balance
Design Documentation
Spatial Design
Pacing & Difficulty
Playtest Iteration
Balancing & Polish
I’ve been lucky to work with (and learn from!) great teams at several large developers, publishers, start-ups and independent studios helping to design, manage, test, balance and launch some amazing games.