Iain Wright
Design Director @ 22cans
About
Award-winning designer with over 20 years working in the AAA games industry. I’ve been fortunate enough to work with incredible teams at Ubisoft, Lionhead and Sony and with major publishers such as Disney, Sony, Microsoft, Electronic Arts, Sega and Namco. Assassins Creed 3 | WatchDogs | Horizon Zero Dawn | Blood and truth AAA VR| The London Heist AAA VR | Alien Isolation | Fable 2 | Fable 3 | Black and white 2| Experience with Creative direction and leadership, story development, performance direction, writing, narrative design, level and mission design, creative consultancy
United Kingdom
Frensham
Computer Games
Leadership, Writing, Creative Direction, Game Mechanics, Combat Design, Level Design, Video Game Development, Game Design, Gameplay, Game Development, Computer Games, Video Games, Narrative, PS3, Multiplayer, Xbox 360, Xbox, Console, Game Balance, Unreal Editor
Experience

Game Director
Game Director Codemasters · Full-time Sep 2019 – Jul 2025 Led creative direction for a new IP with Google and Bad Robot, building gameplay and narrative vision from concept through prototype. Partnered with internal teams and external collaborators to drive project development at the highest level. Drove creative leadership and team growth on major Codemasters titles, consistently delivering results and supporting a strong, adaptable team culture.

Game Director
Blood & Truth led game design for Blood & Truth—a groundbreaking AAA VR project developed by an 80+ person team with extensive outsourcing. Building on the success of The London Heist, the team crafted a full-scale, cinematic VR experience that combined high-stakes action with immersive storytelling. It became the first VR game to reach number one in the charts, earned PlayStation Game of the Year from Edge magazine, and received multiple 9+ review scores.

Lead Designer
The London Heist | Playstation VR Worlds PSVR Worlds was a compendium of games made to showcase PSVR on PlayStation 4. The London Heist was hailed as the standout of the collection and was widely praised for its innovative storytelling, writing and performance capture. Its popularity led to Sony greenlighting Blood & Truth which had similar production values and innovation in VR and expanded on The London Heist in every way.

World Designer
Horizon Zero Dawn Horizon Zero Dawn sold over 20 million copies, solidifying Guerrilla Games as one of the world’s top studios. I worked with the team to transition from the focused, tightly designed FPS gameplay of Killzone to the expansive open world of Horizon Zero Dawn. An exceptional team.

Lead World & Mission Designer
Alien Isolation The Creative Assembly got a once-in-a-lifetime opportunity: making a game in the Alien universe, fully backed by 20th Century Fox. For me, a survival horror fan, it was a dream project—horror, stealth, and Ridley Scott’s iconic Alien, all perfectly aligned. I led a team of seven designers who built the Sevastopol space station, integrating the story with help from Guardians of the Galaxy creator Dan Abnett. Alien Isolation became a cult classic—a testament to The Creative Assembly’s talent. Sigourney Weaver returning as Ellen Ripley was the icing on the cake.

Team Lead Level Design
WatchDogs | Assassins Creed III This was evelopment on a scale I’d never seen. Huge teams, carefully coordinated, creating iconic, genre-defining, multiplatform games. Talent from all over the world came together to build creatively groundbreaking titles. Watch Dogs sold over 10 million copies, and Assassin’s Creed 3 topped 12 million. AC3’s team alone was over 400 people... That scale of production was a lesson in itself, and learning open-world design from the pioneers of the genre was an unforgettable experience.

Lead Level Designer
Fable II | Fable III | Black & White II I was lucky enough to work at Lionhead during a golden era for the studio. Black & White 2 had amazing tech, art, design and a brilliant team. A great game to work on Fable 2 was another fantastic Lionhead team and one of the most creative periods of time I’ve spent as a designer. We talk, quite rightly, about the importance of culture in a studio and Lionhead epitomised it The five strong-level design team I led on Fable 2 and 3 were incredibly talented, hardworking, diligent and always went the extra mile to deliver a huge number of stunning dungeons, castles, villages, towns, and cave networks The fact that they all went on to work at companies like Nintendo, Media molecule and Ubisoft and start their own companies is testament to their talent, skill and dedication. Fable 2 sold over 4 million copies, garnered excellent review scores and won a BAFTA. It remains one of my favourite games as a developer

Lead Designer
Urban Chaos | Catwoman | I-Ninja | Carve | Aladdin Joining Argonaut transformed my passion for Quake and Half-Life modding into a professional game development career. I started as a Designer, advanced to Senior Designer, and eventually became Lead Level Designer. Argonaut was a hub of talent, with many colleagues later joining top studios like Pixar, DeepMind, Rocksteady, and Rockstar. It was a hands-on education in game development, where I learned from some of the industry’s best.
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