Hello! I’m Ian, a games programmer, narrative designer and writer.

  • Games Programming

    I’m a programmer and designer for AAA and indie games on console, desktop, mobile and web, specialising in gameplay and mechanics across a range of genres.
    LEGO Star Wars III

  • Narrative Design

    I’ve written and designed interactive narrative, dialogue and gameworlds for computer games, interactive fiction, and live events.
    Slaght Maand

  • Writing

    I’m a published author and screenwriter; my credits include children’s books, long-form fiction, interactive books, and feature films.

I’m a game developer and writer. I’ve mixed up interactivity and storytelling for a living for over two decades. I’ve worked in interactive television, education, puppet-making, film, publishing and the video games industry.

Games Programming

I’ve held a wealth of roles as a programmer, technical architect and CTO. I spent a long time running software teams creating interactive TV systems and produced over 40 educational games.

I threw all that in to work in the mainstream games industry, where I’ve since been working as a programmer and designer for gameplay, systems and tools on a wide range of triple-A and indie titles for both big and small studios across all sorts of platforms – including SOMA & the LittleBigPlanet & LEGO franchises.

“Ian is an excellent programmer who was also a pleasure to work with. He is a very articulate speaker and clear thinker, with a great sense of code and API design – allowing him to stand out as a clear leadership figure within both the LEGO Systems group, and the company as a whole.”
Paul Connor, Associate Lead Programmer, Traveller’s Tales

Narrative Design

Alongside coding, I’ve written and designed story for many different types of interactive media. My credits include character and world design for PC games, narrative refreshes on console games, interactive web fiction, and leading teams to create gameworlds from scratch for commercial clients.

I’ve also been involved in running live action events for over 20 years. I’m co-founder of Crooked House, an organisation legendary for its high concept events and ridiculously over-the-top special effects and sets. Oddly a lot of this experience has now become relevant to the mainstream due to the renewed interest in VR and in street games.

“Ian’s experience was invaluable at Double Eleven, not only was he able to write the character scripts and in-game plot, but he also took full ownership of that role, implementing and adapting all aspects of the narrative as the game evolved over time. Not only is Ian a great collaborator and team player, he is also a friendly and inspirational person who you can absolutely depend on.”
Gaz Wright, Design Manager, Double Eleven


My first full-length feature film, Fallen Soldiers, came out in July 2015. We made it for virtually no money, and with no time. Critics have said things like ‘a very clever piece of genre cinema that is not bound by its conventions’ (Film News) and ‘a great low budget horror movie, with some strong talent and clever ideas.’ (Starburst). I have two other optioned screenplays.

My twisted children’s book Where’s My Shoggoth? is available in all good comic shops in the USA and UK. It has been variously described as ‘a firmly recommended gift for anyone in life who has a taste for the bizarre’ (Starburst Magazine), ‘a book you’ll happily put on your child’s shelf alongside Winnie the Pooh & Dr. Seuss’ (Omnicomic), ‘perfect for the Lovecraft lover in your life’ (Ain’t It Cool News) and ‘just right to snuggle up with your budding young mythos investigator on a dark and stormy night’ (Wired), amongst many other accolades.

I’ve also worked as editor and writer-for-hire on projects ranging from novels to gameworld lore. I’m often asked to polish and copy-edit work, particularly when it comes to dialogue.

“It was a pleasure working with Ian on The Bunker, he has an expert eye for game design detail and an incredible talent for bringing real humanity to storylines. His logic in game narrative structure is flawless and he brought an amazing attention to detail to The Bunker, providing layer after layer of storytelling, making the game richer and more immersive.”
Allan Plenderleith, Director, Splendy Games

Other Work

I lecture and advise on training courses, have acted as a games adviser for BAFTA Wales, co-founded and chaired the Games Wales industry body in Wales, and generally spend a lot of time making a nuisance of myself in an attempt to big up the games industry in my local area. I’m a full member of BAFTA, and of the Writer’s Guild.

Winged Monkeys?

Winged Monkeys is the name of my contracting/freelance company. If you should ever be in need of help, just summon your horde of Winged Monkeys.


The Siege and the Sandfox narrative design, writing


The Bunker interactive narrative, screenwriting, writing


Pendragon Rising interactive narrative, writing


SOMA coding, design


God Rest Ye Merry? directing, interactive narrative, writing

Don't Move

Fallen Soldiers directing, screenwriting


Frozen Synapse: Prime coding, narrative design, writing


LittleBigPlanet Vita coding, game mechanics


Where’s My Shoggoth? writing


LEGO® City Undercover coding, game mechanics


Empire narrative design, writing


LEGO® Harry Potter, Years 5-7 coding, game mechanics


LEGO® Pirates of the Caribbean coding, game mechanics


Fallen London interactive narrative, writing


LEGO® Star Wars III coding, game mechanics


LEGO® Harry Potter, Years 1-4 coding, game mechanics


Stalingrad directing


Blood Trails screenwriting


Awen: Crisial Engine coding, narrative design, systems architecture, writing


Awen: Educational Games art, coding, design, narrative design, writing


Revamp directing, screenwriting


Butcher’s Blossom directing


Reign screenwriting


My Worst Words writing


The Voice of the Seraph directing, interactive narrative, narrative design, writing


Artifex Rex directing, interactive narrative, narrative design, writing


The Dragon’s Eye directing, interactive narrative, narrative design, writing


Avago Bingo coding, design, systems architecture


Slaght Maand directing, interactive narrative, narrative design, writing


xBrowser coding, design, systems architecture


Sky Fantasy Football coding, systems architecture


Fireman Sam CD-ROM art, coding, design, sound




Here are a few bits and pieces from press, talks and interviews I’ve given:


Feel free to get in touch. I’d love to talk about possible projects or collaboration.

Your Name

Your Email Address


Your Message

Type the letters in this image to prove you're not a robot!


Crossing the Threshold

Dragging your players kicking and screaming into your game world deepens their immersion – here’re some techniques we’ve used.


War Stories: Memorable Moments

Putting together a story structure by focusing on the moments that people will really remember – giving them war stories to tell.