Forza Horizon 5

Forza Horizon 5 is the latest game I have been working on at Playground Games, and will be released for early access on November 5th 2021 on Windows, Steam and Xbox consoles.

Xbox & Bethesda Games Showcase 2021

Among other features, I am the designer of EventLab, shown at the end of the Xbox & Bethesda Games Showcase. EventLab is a new and powerful UGC toolset that allows players to create entirely custom game modes by defining their rules.

Forza Horizon 4

Forza Horizon 4 was released on Windows and Xbox consoles on 28th September 2018 to widespread critical acclaim, collecting numerous awards including a BAFTA for Best British Game.

Forza Horizon 4 Official Launch Trailer

I joined Playground Games while Forza Horizon 4 was in mid-development. I took ownership of the #Forzathon feature that delivers daily and weekly challenges, as well as #Forzathon Live which was our “public event” feature, where once an hour on the hour, an airship would appear in the world advertising the location where the event would start. Players gather at that location, and then participate in social and co-operative gameplay to defeat a series of challenges within a time limit. By completing #Forzathon activities, players earn a special currency that they can use to purchase exclusive items from the #Forzathon Shop. These features were designed to keep players engaged with and returning to the game over time.

In the run-up to the game’s release, I helped choreograph its reveal at the E3 2018 Xbox Briefing, which included footage of #Forzathon Live in action:

E3 2018 Xbox Briefing

Once the game launched, I played a pivotal role in its “Live” programme of free monthly updates, with each update containing 4 weeks’ worth of content (called a Series), with the in-game seasons changing in each week. In addition to the game’s premium expansions, we developed and delivered a plethora of new and free features through this programme which made Forza Horizon 4 extremely successful at acquiring and retaining players.

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DiRT 4

DiRT 4 was launched on PC, PlayStation 4 and Xbox One on 9th June 2017.

As the first project I worked on from start to finish as a Senior Game Designer at Codemasters, I had a wide range of responsibilities that were mostly focussed around the following features:

  • Overall game structure
  • Framework of Career, Freeplay & Jam Session modes
  • UI & flow
  • Livery Editor
  • Team Identity
  • Vehicle Tuning
  • Progression System
  • Game Economy
  • Datamining & Analytics
  • Scriptwriting

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DiRT Rally

DiRT Rally took the world by surprise when it was simultaneously announced and made available for Early Access on 27th April 2015. It quickly garnered critical success, as the community appreciated the series returning to its roots by focussing on rallying with an all-new simulation-based handling and physics model. Fans were able to take part in the game’s journey, shaping it with their feedback into the final version that was released on 7th December 2015.

During its time in Early Access, the game grew to include new rallying locations, new vehicles, the addition of Rallycross and Hillclimb disciplines, and even new game modes. By popular demand, DiRT Rally was also ported to console platforms, with PlayStation 4 and Xbox One versions released on 5th April 2016. The game was also a blockbuster for PS VR, with a DLC upgrade on 17th February 2017 that optimised the game for PS4 Pro, added an innovative new co-driver mode, and allowed players to enjoy rallying as a top-notch VR experience.

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GRID Autosport

Codemasters released GRID Autosport in the UK on 27th June 2014, on PC, Xbox 360 and PlayStation 3. Much of the momentum from developing GRID 2 was continued into GRID Autosport, lending to the relatively short development time. GRID Autosport was also an opportunity to address feedback from our community fanbase regarding GRID 2.

As a result, GRID Autosport dispensed with a narrative story-line and brought the focus back to pure racing, with 5 distinct driving disciplines to master, and a handling model just as authentic and visceral as the original Race Driver: GRID.

As a Game Designer, this project was my largest challenge to date, as I was given responsibility for the Online Multiplayer portion of the game. More information on what this entailed is given below…

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Onwards & Upwards

As of October 2012, Codemasters has given me the opportunity to work on a new AAA multi-platform racing title – GRID 2! Here’s the teaser-trailer:

Auto Club Revolution

I was previously working on a “freemium” online multiplayer sim-racing game called “Auto Club Revolution” at Eutechnyx Ltd. as a Game Designer.

  • Developer – Eutechnyx Ltd
  • Publisher – AutoClubRevolution.com
  • Platform – PC Online (Browser & Client)
  • Release Date – Open Beta Q2 2012

“Auto Club Revolution delivers a console quality online racing game to the free-to-play market while creating a social platform for communities of car enthusiasts and racing fans. The unique combination of console quality racing, social features and close collaboration with motor manufacturers creates the ultimate venues for racing game fans and car enthusiasts alike. Racing game fans will enjoy the array of visually stunning officially-licenced cars, with realistic driving performances and handling around custom-built and real world licenced race tracks. Car enthusiasts will immerse themselves in an online world built around their favourite car brands and enjoy exclusive access and first looks at new car models through branded ‘Auto Clubs’. The team has drawn heavily on their 14 years experience creating racing games to create a revolutionary new approach to the genre and has worked very closely with many major motor brands to deliver unrivalled access to the player’s favourite car marques.” – Eutechnyx Ltd.

MotoGP 09/10

From 2008 to 2010 I worked on  MotoGP 09/10 in a design role with Monumental Games Ltd. The game was released for Xbox 360 and PlayStation 3 on the 19th of March, 2010, and was published by Capcom.

MotoGP 09/10 PS3 Boxart

“MotoGP 09/10 takes the series in an exciting new direction rewarding players for their racing style as well as skill on the track.

Gamers will get all the riders, tracks and teams from the official 2009 MotoGP season AND free downloadable content from the 2010 season as it unfolds. The free update means gamers will be able to play the most up to date MotoGP season content earlier than ever before.

MotoGP 09/10 delivers a racing experience like no other. The blistering speed and intensity of race day will be just one of the challenges as MotoGP 09/10 will add many new modes and features for the best in offline and online racing.” – Capcom

Credits

The credits can be found here.

Design Responsibilities

  • Gameplay balancing
  • Vehicle handling/dynamics
  • Scripting
  • AI behaviour
  • Dialogue
  • String-table localisation/management
  • Downloadable content
  • Achievements & rich presence
  • Replay camera system
  • Track data editing
  • Menu layouts & flow
  • Research & documentation
  • Testing & bug-fixing

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