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.