The work, in context
Every project below shipped. Click any card for screenshots, UI concepts and video walkthroughs.
tabbed cards are studio folders · they hold multiple case files

Electric Square
Interface design for major franchises across VR, mobile and console.
role: lead uxui designer
Supermassive Games
Immersive UI for horror, narrative choice, and tactical shooter experiences.
role: ui/ux designer
NaturalMotion
Market-defining mobile games across racing, sports, simulation, and puzzle genres.
role: ui artist
Fun Bits
Designed the studio branding, website and concepts for Escape Plan, their first game.
role: graphic designer · media: 11 img · 2 vid
Lionhead Studios
Iconic British RPG and god game interfaces.
role: senior ui designer
Player Three
UI design for indie racing and action games.
role: ui designer
PlayStation Vita Pets
Touch-based pet interaction systems.
role: ui designer · media: 8 img · 1 vid
Sing On
Song selection for rhythm title.
role: ui designer · media: 5 img
Relentless Software
Nat Geo TV Kinect — UI, icons, and achievements for motion-controlled educational game.
role: ui designer · media: 7 img · 1 vid
Web Work
Created the front and backend systems for a selection of websites
role: creatorFolder
Career changeloglog · reverse-chron · ver mono 14/600
One career in games, released continuously since 1998. Beta programme running since 1988. Latest version first.
Freelance
Electric Square
Supermassive Games
Relentless Software
NaturalMotion
Fun Bits Interactive
The freelance years
The Strange Case Company
Lionhead Studios
Lionhead Studios
3D/4D Holographics
SFX and modelmaking
Treasure World
The Travelling Matte Company
About Jamie
Lead UX/UI designer, in the video game industry since 1998, from AAA blockbusters to global mobile hits. The through-line in all of it: great game interfaces should be invisible, guiding players naturally without ever breaking immersion.
That has meant VR menus you grab with your hands on Assassin's Creed Nexus, a console racing franchise rebuilt for thumbs on Forza Street, a BAFTA-winning RPG on Fable II (3.5M+ sales), and a horse that 40 million people looked after on My Horse, Apple's Game of the Week.
The approach is the same at every scale: player-centric metrics, aesthetic discipline, and prototypes early enough to change your mind cheaply.
Spec sheet
Notes from the team
"You can't help but constantly wonder how he can be such an amazing artist but at the same time display such a rigid understanding of technical concepts. With Jamie on your team you're at a big advantage."
"He understood the underlying requirement quickly and produced fantastic results that precisely matched the brief on each bit of work he undertook, from reworking logos to a full website design and build."
"A very creative, yet pragmatic graphic designer. His dedication and talent contributed a great deal when it came to developing the user interface for Fable II."
"Being able to request things from Jamie and receive them back better than I could imagine is invaluable. He adds great input and works fast to a high quality standard."
"Jamie has a great eye for clean visuals, a very creative take on things and always brings well-thought out process and concepts to the table."
"His approach to creative problem solving always astounds me. Combine his artistic ability with his razor sharp wit and you have a unique individual who seems to deliver the unexpected every time."
"An excellent collaborator, always pushing and probing to discover the best way to implement a feature, always having an upbeat attitude even when the chips were down."
"I love the programmer-artist dynamic when it works well, and I really felt that with Jamie. He was always there to support, but was also there to talk me down to reality."
"A supremely talented individual, with more strings to his bow than most professionals in his position amass in an entire career."
"His sharp wit and unique humour was a big piece of the company culture when we founded Lionhead. He is honest, caring, self critical and a pleasure to work with."
"Extremely quick and technically minded, and his work is of great visual quality. A highly complicated particle effects editor posed no problem for Jamie, who still produced a quality end product under a lot of time pressure."
"Strong technical acumen, commitment from the start and a determination to make the GUI as polished as it could be within the constraints that bound us."
"A highly creative and resourceful chap who can bring a wealth of creative and technical knowledge to any project."
"An amiable colleague, a dedicated worker, a skilled technician and a talented designer, contributing at every level from initial concept development and game content to GUI design."
"Jamie will always do a top quality job no matter how big or small the job is. If only there were more people of the same calibre in the industry."
"During his work on the Fable games he was not only proactive in finding highly creative solutions to problems but he also displayed a rare graphical and artistic talent."
"His creativity and intelligence provided him with a range of skills that saw him produce clay models through to digital artwork and web design."
"A talented designer with very good visual instincts, both on and off the web. A good man to work with!"
Open a project file
Looking for UI/UX expertise, creative direction, or a designer who has shipped on every platform that matters? Send a message and it goes straight to Jamie.
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— JD · drafting since 1998