Selected work
Games, people and the work between them.
My career connects development operations, inclusive design and creative leadership. Here are three strands of that work.
Scopely · PlayForAll
Inclusive player experiences
At Scopely, I created and lead PlayForAll, supporting teams with accessibility, inclusive content and culturally informed decisions.
This work brings player needs into the decisions teams make about their games: who can take part, how people are represented, and what helps players feel welcome.
Access, Representation and Connection are also the three lenses of the ARC Player Needs Framework I explore in my book.
Electronic Arts
From principles to practice
As EA’s first Director of Inclusive Design & Product Development, I helped embed inclusive design into production.
My focus was on connecting inclusive intentions with the everyday work of making games. A framework is useful when it helps people recognise player needs and bring those considerations into development decisions.
The lecture below offers a public introduction to EA’s inclusive design framework.
BioWare · DICE
How teams make games
My background includes leadership across QA, central development operations and studio operations at BioWare and DICE.
That experience informs how I approach inclusive design: alongside player needs, I think about the people, processes and organisational decisions that make creative work possible.
In the GDC talk BioWare QA — Partners in Development, Arone Le Bray and I discussed QA as a partner in development.
For my wider career history, visit LinkedIn ↗ or read more about me →.