I’m Simon Harrison, a multi-disciplined digital leader with almost 30 years of experience spanning interactive design, game development, VR production, large-scale public installations, team leadership, and digital delivery. I’ve shipped chart-topping commercial games, led the world’s largest digital interactive education space, and produced enterprise VR training for major Australian organisations. I bring deep technical literacy, broad creative range, and the operational discipline to deliver complex projects on time and to a high standard. In recent roles I’ve led VR training programs at Real Serious Games, managed QUT’s Cube Studio with a multi-disciplinary team, and driven AI adoption across delivery pipelines. I’m passionate about human-centred design, scalable architectures, and mentoring teams to navigate high-stakes delivery while staying focused on quality, accessibility, and delivering measurable impact.

Simon Harrison

I’m Simon Harrison, a multi-disciplined digital leader with almost 30 years of experience spanning interactive design, game development, VR production, large-scale public installations, team leadership, and digital delivery. I’ve shipped chart-topping commercial games, led the world’s largest digital interactive education space, and produced enterprise VR training for major Australian organisations. I bring deep technical literacy, broad creative range, and the operational discipline to deliver complex projects on time and to a high standard. In recent roles I’ve led VR training programs at Real Serious Games, managed QUT’s Cube Studio with a multi-disciplinary team, and driven AI adoption across delivery pipelines. I’m passionate about human-centred design, scalable architectures, and mentoring teams to navigate high-stakes delivery while staying focused on quality, accessibility, and delivering measurable impact.

Available to hire

I’m Simon Harrison, a multi-disciplined digital leader with almost 30 years of experience spanning interactive design, game development, VR production, large-scale public installations, team leadership, and digital delivery. I’ve shipped chart-topping commercial games, led the world’s largest digital interactive education space, and produced enterprise VR training for major Australian organisations. I bring deep technical literacy, broad creative range, and the operational discipline to deliver complex projects on time and to a high standard.

In recent roles I’ve led VR training programs at Real Serious Games, managed QUT’s Cube Studio with a multi-disciplinary team, and driven AI adoption across delivery pipelines. I’m passionate about human-centred design, scalable architectures, and mentoring teams to navigate high-stakes delivery while staying focused on quality, accessibility, and delivering measurable impact.

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Language

English
Fluent

Work Experience

Senior XR Producer at Real Serious Games
January 1, 2021 - Present
Lead VR training projects for education across multiple industries. Delivered a flagship, multi-SKU VR train simulator for BHP, coordinating distributed teams across WA, Hong Kong and NSW through a complex multi-business-unit stakeholder pipeline. Conducted real-world testing with train drivers and maintained rigorous documentation and change control. Owned end-to-end delivery pipeline from knowledge transfer to post-launch support, ran fortnightly sprint planning and retrospectives, oversaw backlog grooming and QA coordination, and led our internal AI adoption with a virtual SME system to protect SME time and ensure smooth production.
Cube Studio Manager at Queensland University of Technology
January 1, 2018 - January 1, 2021
Managed the Cube studio, the world’s largest digital interactive education space, leading a multidisciplinary team of nine through eight large-scale software projects and five infrastructure upgrades. Administered an annual budget of approximately $3M across wages, capex, outreach and maintenance; negotiated cross-departmental cost-sharing; managed stakeholder relations across faculties and external partners; oversaw continuity of service during COVID and led two artist residencies.
Digital Interactive Designer, Cube Studio at Queensland University of Technology
January 1, 2014 - January 1, 2018
End-to-end UX design for eight large-scale interactive STEM projects used in regional workshops. Drove accessibility and inclusive design guidelines across the Cube, built partnerships with educators and researchers, and tackled challenging projection and interaction problems (e.g., spherical projection for the Sphere installation).
Senior Artist at Real Serious Games
January 1, 2010 - January 1, 2014
Produced real-time animations and interactive visualisations for complex construction and engineering projects, including environment modelling, terrain acquisition, texturing, and technical animation. Led quality assurance and laid groundwork toward ISO 9001 accreditation.
Contracted Lecturer, Games Design at University of Central Lancashire
January 1, 2008 - January 1, 2009
Taught undergraduate games design, covering sketching, pixel art, 3D modelling, environment design, Unreal Engine, and related design fundamentals.
Senior Technical Artist / Principal Environment Artist at THQ Studio Australia
January 1, 2006 - January 1, 2008
Worked on Warhammer 40,000: Space Marine; designed and modelling the first playable level, catalysing funding for full pre-production.
Artist / Lead Artist at King of the Jungle
January 1, 2001 - January 1, 2003
Lead Artist on Grooverider, a slot car racing game.
Trainee World 3D Modeller / Lead Designer at Probe Entertainment / Acclaim Entertainment
January 1, 1995 - January 1, 2001
Began as a trainee modeller on high-profile titles (e.g., Die Hard Trilogy, Alien Trilogy, Fantastic Four) and progressed to Lead Designer; co-created Re-Volt, an award-winning RC racing game that topped charts.

Education

BA (Hons) Games Design at University of Central Lancashire, Preston, England
January 11, 2030 - April 2, 2026
Wine and Spirits Education Trust, Level 3 at Wine & Spirits Education Trust
January 11, 2030 - April 2, 2026

Qualifications

Certified Scrum Master
January 11, 2030 - April 2, 2026
Future Focused Leaders Program
January 11, 2030 - April 2, 2026
From Mate to Manager
January 11, 2030 - April 2, 2026
Introduction to Project Management
January 11, 2030 - April 2, 2026
Difficult Conversations
January 11, 2030 - April 2, 2026
PPR for Supervisors
January 11, 2030 - April 2, 2026
Certified Scrum Master
January 11, 2030 - April 2, 2026
Future Focused Leaders Program
January 11, 2030 - April 2, 2026
From Mate to Manager
January 11, 2030 - April 2, 2026
Introduction to Project Management
January 11, 2030 - April 2, 2026
Difficult Conversations
January 11, 2030 - April 2, 2026
PPR for Supervisors
January 11, 2030 - April 2, 2026
Wine and Spirits Education Trust, Level 3
January 11, 2030 - April 2, 2026

Industry Experience

Education, Gaming, Government, Media & Entertainment, Professional Services