Sketchbook Games are a rag tag collection of game developers with ten thousand years of game dev experience between them (or thereabouts).
The company is based at the Colchester Games Hub and the team uses a mix of on site and remote working as well as full time and part time work.
Mark is the founder of Sketchbook Games and Fourth State and has been working in the games industry for 10 years at companies such as EA, Lionhead and Sony on games like Harry Potter and the Order of the Phoenix and Fable 2. Mark is interested in the power of emotion in games and creating moving interactive experiences for players.
Rhianna has worked on titles such as Eidos/Square Enix’s Tomb Raider, Sony’s PS3 epic Heavenly Sword, Codemasters’ twisted fantasy games Overlord, Overlord II and Overlord: Dark Legend, 2k’s Bioshock Infinite and EA’s Mirror’s Edge. Her aim is to help developers embrace story-telling in games and improve the ways in which interactive narrative is defined, integrated and received.
Luke has a fascination with the technical side of art, creating visual effects and motion graphics to help bring games to life. He is also currently working on Transmission with Paper Unicorn Games. Outside of games he has worked as a developer for over 10 years on projects for clients such as RIBA and the NHS.
Dan is a game designer in mind and a storyteller at heart. He’s enamoured with finding the sweet spot where both meet, and draws from a wide variety of disciplines to do so. This is his first foray into the world of digital games. Previously, he designed story-based, immersive real-life Escape Rooms for Kosmos & Sony/Europa’s “Die drei ???”.
Karn is a programmer with experience developing AAA and indie games at well-known UK game developers including Rare Ltd., Lionhead and Playtonic Games. He has a strong interest in exploring solutions to the climate crisis and supporting social, economic and environmental justice.
Billy is a self-taught Concept Designer with a strong focus on architecture & environment design, creature design, and worldbuilding. He has been working professionally since 2011 and has experience on both AAA and Indie projects. He spent 3 years at Microsoft’s Lionhead Studios where he worked primarily on the Fable series, and has freelanced for various other studios across the entertainment industry.
Benni has worked as a Producer, Writer & Designer on titles such as QUBE 2, Hue, Duskers & Ether One. He is also the Creative Director at ADVECT Productions.
Rudi is an animator and 3D artist, with over 5 years experience in the games industry. He has previously worked on Ubisoft Blue Byte’s Assassin Creed: Identity, Maia, Quote, and currently also works as an industrial designer for the Alternative Limb Project and Environment Artist for A Brave Plan’s debut title.
Maurice’s first game was Driver, in 1999. Since then he’s worked on over 40 published video games, including Borderlands: The Pre-Sequel!, Mafia III, Civilization 6, and the Wii Fit series. He’s worked as a producer, a designer, and a voice director, but most often as a writer. Between 2013 and 2015 he was Narrative Director at 2K Australia. Outside of games he works in TV and fiction, co-writing Alphablocks for BBC TV, and publishing a collection of short stories, Photocopies of Heaven. He holds a PhD in Creative Writing from Newcastle University, England.
David is an award-winning, BAFTA nominated composer best known for his collaborations with visionary game developer Mike Bithell on the BAFTA award-winning indie hit Thomas Was Alone and his latest opus, Volume. Drawing upon his garage rock band days, Housden creates melodic, original music scores which illuminate imaginary worlds with real emotion and immersion.
Lynne has worked within the game industry for 5 years. She is a 2D/3D generalist with experience in art direction/art management. She previously worked at King on games such as Farm Heroes Saga and Shuffle Cats. She also built the art team and directed the aesthetic for mobile game ‘Hugs’. She is a versatile artist and has experience working in a number of styles for varying audiences and purposes. Lynne also believes strongly in the benefits of teamwork, has a solution focused and optimistic approach.