GRAEME LORD

DESIGN & PRODUCTION

PHONE 07413891509

TIMELINE

CODENAME ‘THESEUS’

Client Work

(2024 - 2025)

Indie ● Beat 'em up ● Roguelike ● With a fully Modular Main Character

Designer
Producer
Pitch Creator

Full Lead, with ownership across both design and production.
Created a pitch deck, presented to IP holder, scoped team size, budget and timeline -

The brief started wide open, so my role was to help shape it into something clear, playable, and aligned with the IP holder’s vision. I worked closely with our lead artist on the pitch.

  • helped define the roguelike direction, and ensured the colour, culture, and energy of the IP was ever present in the game.

Alongside my design role, I supported our client throughout, leading weekly check-ins, milestone presentations, design gates, version testing, and bug hunts.

Big Potato Games

(2024 - 2025)

Client Work

Adapting a major physical game IP to a new digital market

Published
Producer
Pitch Creator
  • SOUNDS FISHY - Link

  • TILT ‘N’ SHOUT - Link

    BPG is a major name in tabletop and party games, known for quick, replayable, pick-up-and-play titles.

    They asked us to bring that same energy to mobile. Our job was to keep the instant fun and ease of play, while using digital features to reduce drag and improve game-flow.

    My role included:
    Pitch creation, early wireframes, and production oversight.

Details Upon Request

Details Upon Request

5 STAR SOCCER

(2024)

Game Jam

Retro Football themed Roguelite Deck-builder

Designer
Game Jam

This was a passion project from our Gameplay Coder -
His great loves being Football, Roguelites and Retro Aesthetics.

I had a blast learning about all 3, under his guidance of course. My role was mostly tuning the game-flow and helping get the ‘feel’ refined, but the ease of access and replayability all belong to him.

Once Art got involved, 5* really took on a life of its own.

Hoping to make a sequel soon…

CODENAME ‘BARROW DOWNS’

(2024)

Original IP

All the fun of a Tabletop RPG… minus the table.

Producer
Designer
Pitch Creator
  • Game Designer
    Built the initial paper version alongside Art Lead.
    Oversaw the prototype and first internal builds.

    Ran internal tests and eventually hosted external playtests across London and Glasgow’s best-known gaming bars.

    All of which translated to iterative designs via the gameplay captures.

  • Pitch Creator
    Worked directly with the art team to build a clear, visual pitch deck that explained the concept, player experience, and production direction.

V1.0 Pending
Our pitch was well received, but due to budget limitations with our desired publisher, Barrow Downs is currently on hiatus.

CODENAME ‘COSMODROME’

Design Consultant

(2023)

A single player world builder sim that teaches the player how to code!

Designer
  • Major Upgrades
    My main role was to understand the previous entry in the series and find ways to make the sequel a true successor, whilst improving player retention, onboarding and long-term objectives.

  • User Experience
    Worked on UI/UX flows that could scale from first-time players to 500+ hour players, with a focus on making “teaching tools” feel like gameplay rather than homework.

Indie Game Designer
Currently working with: Reforged Studios

Experienced in:
Rapid prototyping, pitch creation, client-facing development and small-team production.

Specialisation:
Taking early ideas and making them testable quickly: paper prototypes, Unity builds, physical mock-ups, greyboxes, diagrams and pitch decks.

My role is often to find the fun, prove it in the build, then work out the time, team, budget and scope needed to make it real.

I work best at the messy start of projects, where the idea is exciting but not yet playable. I help teams turn that into something clear, informative and presentable.

Main Pillars

  • Find the fun - What is the player going to do most, and do they love it?

  • Why does this need to exist? - There are a lot of new IPs every day, we need to do something that others don’t.

  • Answer in the build - Speculation and theory can only go so far, we always need to be building, testing and improving.

MINI CV


Logistics Tools:‍ ‍

ClickUp

Canva

Jira

Nuclino

Daily Tools:

Unity & Unreal

Maya

Illustrator

Canva

Minor Skill Set:

3D Hard Surface

2D Vector Creation

Graphic Design

AI Tool Creation

Previous Experience

Creative Assembly : 2 Years
World Tech:

- Using and testing proprietary engine tools to assess, polish and test maps in Hyenas

DARE: 1 Year
- Team Lead:

Game Designer of Penrose Games, a student team that took part in a one year dev cycle via ‘Dare to Be Digital’.

Abertay University: 4 Years
- Bachelors in Game Design and Production Management

QA Tester: 1 Year
- Monstrum, Junkfish

Experience outside of games:

  • 2 Years as an independent graphic designer and typography artist.

  • Co-creator of “The Guild”. A London-based Dungeons and Dragons network.

  • Charity worker for the British Heart Foundation and Oxfam