Videogames

Video games have always been one of my passions, and I’ve been fortunate enough to work in the industry for a few years. Now I’m setting up my own studio to develop independent projects that will allow me to explore new concepts and put into practice everything I’ve learned in various creative fields.

My first work was back in the day, before studios started shipping bugs as features, I worked through the full certification process on the other side of the screen — testing games for Electronic Arts. Certification & compliance, which sounds dry but basically means being the last line of defense before a game hits the shelves: making sure it doesn’t crash, doesn’t cheat the rating system, and does exactly what it says on the box in every region it’s going to land in.

It wasn’t glamorous work, but it gave me something most designers never get: a really intimate understanding of how games break, and why. Every bug report I filed was a small lesson in the gap between intention and execution — which, turns out, is pretty much what design is about too.