Iain Wright

GAME DIRECTION / NARRATIVE DIRECTION / MISSION DESIGN

Iain Wright

Game Director, Narrative Director and Mission Design Lead across Blood & Truth, Alien: Isolation, Assassin’s Creed III, Watch Dogs, Horizon Zero Dawn and Fable II.

Defining the playable target, aligning teams, and protecting the player experience.

Major titles

Selected shipped games and large-scale productions across systems, missions, player experience, and direction.

06 shipped games

Lead Content Designer

2014

Alien: Isolation

Creative Assembly / SEGA

Tension-led design contribution on a survival horror title where atmosphere, pacing, and player vulnerability shaped every interaction.

Survival horror · Tension · Atmosphere

Lead Mission Designer

2012

Assassin’s Creed III

Ubisoft Montreal / Ubisoft

AAA franchise production work supporting historical action-adventure pacing, player guidance, and mission-to-world coherence.

Action adventure · Mission flow · Player guidance

Game Director

2019

Blood & Truth

London Studio / PlayStation Studios

Cinematic VR action work focused on embodiment, set-piece rhythm, and making high-intensity interactions feel immediate and legible.

VR action · Set pieces · Embodiment

NARRATIVE DIRECTOR

2022

GRID Legends

Codemasters / EA

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Lead Level Designer

2008

Fable II

Lionhead Studios / Xbox Game Studios

Shipped AAA action RPG work contributing to player-facing systems, world feel, and the expressive design language of Albion.

RPG systems · World feel · Player choice

Lead Level Designer

2014

Watch Dogs

Ubisoft Montreal / Ubisoft

Large-scale open-world production experience across systemic play, mission structure, and the readable flow of a connected urban sandbox.

Open world · Missions · Systemic play

World Design Advisor

2017

Horizon Zero Dawn

Guerrilla / PlayStation Studios

Open-world action RPG experience contributing to systems thinking, encounter readability, and the relationship between world structure and play.

Open world · Encounters · RPG systems

Design Director

2026

Masters of Albion

22cans

Return To The God Game Genre

Open world · Encounters · RPG systems

Selected Design Credits

2000 - 2010

Additional Work

Lionhead · Argonaut · Rocksteady

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About

I work where mechanics, mood, and direction meet — shaping early ideas into systems that can be felt before they are fully explained.

My practice is built around playable decision-making: prototyping the core loop, finding the emotional pressure in a rule set, and editing away anything that does not clarify the player’s next interesting choice. I’m drawn to small systems with long echoes — encounters, maps, progression structures, and direction documents that help teams move with confidence.

Feel first

Test the emotional read before polishing the explanation.

Systems with memory

Create rules that make earlier choices matter later.

Clear direction

Give teams a shared playable target, not just a document.

Let’s shape the next playable idea.

Send a note for game direction, systems critique, prototype strategy, or early concept shaping.

© 2026 · London / remote