Welcome!
Hi, I’m Richard - a Lead Game Designer from the UK with over 20 years experience creating commercially successful titles across AAA, VR and mobile.
I contributed to worldwide #1 hits Burnout Paradise and BLACK at EA/Criterion, was Lead Level Designer on Eight Days and Until Dawn at Sony London, and most recently lead design on Thief VR: Legacy of Shadows.
Throughout my career I’ve led feature and level teams, shaped core gameplay systems, and collaborated cross-discipline to deliver polished, player-first experiences.
Alongside AAA development, I co-ran an indie studio and continue to prototype and build original concepts, keeping my design thinking sharp and hands-on.
I’m passionate about leading teams to create games that surprise and delight.
Take a look at my portfolio find out more.
WHAT I DO
GAME VISION
& SYSTEMS
I shape and communicate clear gameplay vision, building robust core systems that support long-term player engagement. From high-level concept through to tuning and polish, I ensure mechanics, progression and content are cohesive.
TEAM & FEATURE LEADERSHIP
I lead cross-discipline teams to deliver complex features and levels on time and at quality. I write clear documentation, champion player experience, and create alignment between design, art, engineering and production.
PLAYER EXPERIENCE
& DELIVERY
I take ownership of the end-to-end player journey - from onboarding and pacing to difficulty curves and emotional beats. I iterate through playtesting and feedback to ship polished, commercially viable experiences.
Gameplay Vision
Core Systems Design
Progression & Metagame
Systems Balancing
Feature Ownership
Cross-Team Leadership
Design Documentation
Production Alignment
Player Journey Design
Pacing & Difficulty
Playtest Iteration
Polished Delivery
Over the last 20 years 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.