Game Research

Since the pandemic, I have been deeply embedded in the world of game development as a researcher with a focus on user experience, decision-making, and audience engagement. I’m fortunate enough to have been involved with a variety of intellectual property including the worlds of “Titanfall” and “Star Wars”.

Research is a supremely important component of making effective products, and games are no different.

My work sits at the intersection of psychology, design, and production. I help development teams answer difficult questions early, before they become expensive problems later, and my methods are applicable anywhere customer experience, business strategy, and creative intent collide.

The combination of art and science is central to how I do my job. I'm comfortable discussing creative intent in a language designers can understand, while also translating that intent into testable questions, measurable outcomes, and defendable evidence. The ability to act as a bridge between groups of people in a company that don't naturally share vocabulary makes me extremely valuable to any team, regardless of the product.

Games fail when teams misread the player, and my skillset is built around preventing that class of failure.

My research toolkit includes…

How I Like to work with Development teams

Fully embedded

I do my best work when I am allowed to live and breathe the product, the team that built it, and the environment it is intended for. This is essential for building trust and credibility with the team in question, and for knowing where the high value opportunities are hiding.

Information on demand

A full blown study isn’t always the answer. Teams get the most from my work when they can ask me anything, anytime. When I am allowed to be a resident expert of the customer’s experience with a product, I become an invaluable resource to all members of the organisation, regardless of their discipline.

Triangulation by default

Truly robust information doesn’t just come from one source, and all great conclusions are synthesized from multiple angles. This is a mantra I apply rigorously in my work, selecting tools and designing studies based on the decision being made and the questions being asked, not the other way round.

  • "If I could, I'd make three more of him"

    Game Director at Respawn Entertainment

  • "He understands the stakes better than anyone I've spoken to in user research"

    Professor of Anthropology at Colby College

  • "What he does can only be described as voodoo magic"

    Lead Designer at Respawn Entertainment