It’s hard to draw a line between what’s a game and what’s isn’t. A lot of my work has been interactive and, by some definitions, that makes it game-like enough to qualify. A few of my transmedia and film & TV projects have been games too. Apps, street games, virtual worlds, alternate reality games, mobile games, puzzles, interactive theatre, choose-your-own-adventures – they’re all on the blurry edges of what people call a ‘game’ and I like nudging that boundary further and further outwards.

But I’ve also been part of the mainstream AAA console business, spending a couple of very happy years at Criterion and Ghost as a writer and narrative designer.

Besides writing the games themselves, I’ve been brought in as a consultant by companies such as King, advising them on how to improve the narrative side of their work.

I’ve also co-taught a residential course in Writing for Games at Arvon a few times (and put together a checklist of tips for newcomers), giving me the chance to broaden people’s minds about what a game can be. You don’t need a fancy console. You don’t need other players. And anywhere can be your playground.

Just take a look at these examples from my work: