Hi, I'm Steve!

I'm a game designer with over ten years experience in the industry and many more outside it.

I love learning new things, from parkour and climbing to physics and philosophy - I see game design as a way of sharing that love by creating new skills for people to learn. I like to design games that unfold as they're examined, giving players the freedom to discover and learn at their own pace, and explore their own growing mastery while always challenging them to take another step deeper.

Most importantly for me, game design is about creating experiences. It's about empathy, about understanding what you want someone to feel and guiding them towards that. It’s one of the most rewarding things I’ve ever been involved with.

Game Design

Mars Horizon

Game Design • Video Game • Auroch Digital

Project Overview
Mars Horizon is a management game about running a national space agency; from its foundation, through the space race and ultimately to the first crewed landing on Mars. Mars Horizon was the product of months of research into the history of space exploration, and features dozens of vehicles, payloads and missions from the real space race.
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Role: Designer

For: Auroch Digital

My responsibilities:

  • Complete game design from a provided pitch concept
  • Extensive research to ensure authenticity and historical accuracy
  • Writing and updating a working game design document
  • Working through several prototyping stages to refine the core mechanics and experience
  • Writing and implementing in game events using in-house tools
  • Designing tools and input specifications to allow for rapid iterative design
  • Designing and writing tutorials

Mars Horizon: Blast Off!

Game Design • Board Game • Auroch Digital

Project Overview
Mars Horizon is a management game about running a national space agency; from its foundation, through the space race and ultimately to the first crewed landing on Mars. Mars Horizon was the product of months of research into the history of space exploration, and features dozens of vehicles, payloads and missions from the real space race.

Role: Designer

My responsibilities:

  • Complete game design from a provided pitch concept
  • Extensive research to ensure authenticity and historical accuracy
  • Writing and updating a working game design document
  • Working through several prototyping stages to refine the core mechanics and experience
  • Writing and implementing in game events using in-house tools
  • Designing tools and input specifications to allow for rapid iterative design
  • Designing and writing tutorials

Last Days of Old Earth

Game Design • Video Game • Auroch Digital

Project Overview
Last Days of Old Earth was a turn based strategy game/deck builder loosely based on Armageddon Empires (2007). The pitch and outline design were provided by the publisher and I was tasked with developing these into a full documented game design, and for seeing that design through to final release.
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Role: Designer

My responsibilities:

  • Taking the game from pitch to final product
  • Understanding the strengths and weaknesses of the inspiring work
  • Designing and refining rules for map generator
  • Designing and writing tutorial
  • All abilities and unit balance
  • Writing game manual for physical release

Chainsaw Warrior

Game Design • Video Game • Auroch Digital

Project Overview
Chainsaw Warrior, originally a single player board game by Games Workshop, was adapted for a PC and mobile release by Auroch Digital in 2013. The sequel, Chainsaw Warrior: Lords of the Night, was the first major release I worked on as a designer. While the core mechanics were carried over from the original, I was given significant freedom to tweak, add and cut systems to make the game more suitable for a digital release.
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Role: Lead Designer

My responsibilities:

  • Analysing the original game in order to adapt and improve upon it, while ensuring mechanical continuity for returning players
  • Adapting the tabletop game to take full advantage of the new digital format
  • Writing and maintaining game design documents
  • Designing and implementing tutorials
  • Play testing and balance
  • Working with code to create tools for rapid iteration

Design Consultancy

My predominant role at Team 17 has been as a Design Consultant, working alongside external development studios to bring the best out of their games. Alongside frequent playtesting and feedback, a large part of the job is building relationships with developers, understanding their vision and helping them realise it. In some cases, I've been working hands on with developers to shape tutorials, UI, and aiding with console conversions.
It’s always humbling to be involved with bringing someone’s dream project to life, and it’s a genuine honour to be able to contribute my experience and knowledge to such a wealth of fantastic games.

Below are some of the titles I’ve had the pleasure of working on:

  • Greak: Memories of Azur
    Steam 81% Positive
    Metacritic 72
  • Sweet Transit (Early Access)
  • Honey I Joined a Cult
    Steam 76% Positive
    Metacritic 72
  • Ship of Fools
    Steam 80%
    Metacritic 77
  • The Knight Witch
    Steam 72%
    Metacritic 79
  • Ship of Fools
    Steam 80%
    Metacritic 77
  • Ship of Fools
    Steam 80%
    Metacritic 77

Experience

2019 - Present

Team 17 • Wakefield, UK

2014 - 2019

Auroch Digital • Bristol, UK

2004 - 2008

BA Game Design, 2:1 •

University of Teeside

Educations

2017

Mobile WebMaster Design

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2015

User InterfacesCreative Agency

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2013

Artwork DesignNew Art School

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