I’m a Game Designer with a wide range of skills and 10 years of industry experience working on shipped commercial titles, primarily in small collaborative teams. While my background began in art, my role has increasingly focused on game design, systems, narrative and player experience - often acting as a bridge between design, art and technical implementation. I have hands-on experience designing gameplay systems, progression, puzzles and writing narrative content, as well as prototyping and iterating on mechanics using game engines and scripting. I’m comfortable taking features from early concept through to implementation, iteration, and release. I’ve worked fully remote since 2020 and am confident collaborating asynchronously with designers, programmers and artists. I’m currently developing my own game independently where I handle design, writing, art and implementation. I’ve worked across multiple roles and disciplines, from initial concept through to release, balancing scope, quality and player experience. I’m excited by designing systems that are cohesive, accessible and compelling, and I enjoy collaborating with small teams to ship polished experiences.

Ray Tweedie

I’m a Game Designer with a wide range of skills and 10 years of industry experience working on shipped commercial titles, primarily in small collaborative teams. While my background began in art, my role has increasingly focused on game design, systems, narrative and player experience - often acting as a bridge between design, art and technical implementation. I have hands-on experience designing gameplay systems, progression, puzzles and writing narrative content, as well as prototyping and iterating on mechanics using game engines and scripting. I’m comfortable taking features from early concept through to implementation, iteration, and release. I’ve worked fully remote since 2020 and am confident collaborating asynchronously with designers, programmers and artists. I’m currently developing my own game independently where I handle design, writing, art and implementation. I’ve worked across multiple roles and disciplines, from initial concept through to release, balancing scope, quality and player experience. I’m excited by designing systems that are cohesive, accessible and compelling, and I enjoy collaborating with small teams to ship polished experiences.

Available to hire

I’m a Game Designer with a wide range of skills and 10 years of industry experience working on shipped commercial titles, primarily in small collaborative teams. While my background began in art, my role has increasingly focused on game design, systems, narrative and player experience - often acting as a bridge between design, art and technical implementation. I have hands-on experience designing gameplay systems, progression, puzzles and writing narrative content, as well as prototyping and iterating on mechanics using game engines and scripting. I’m comfortable taking features from early concept through to implementation, iteration, and release. I’ve worked fully remote since 2020 and am confident collaborating asynchronously with designers, programmers and artists. I’m currently developing my own game independently where I handle design, writing, art and implementation.

I’ve worked across multiple roles and disciplines, from initial concept through to release, balancing scope, quality and player experience. I’m excited by designing systems that are cohesive, accessible and compelling, and I enjoy collaborating with small teams to ship polished experiences.

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Language

English
Fluent

Work Experience

Game Designer / Lead Artist at Cobra Mobile
January 1, 2015 - December 31, 2025
Contributed to gameplay design, systems, progression, and puzzle design across multiple shipped titles. Took ownership of scenario and narrative design on Towers of Everland, writing dialogue, character backstories, and in-game lore. Worked closely with programmers and designers to prototype, iterate, and refine gameplay features. Acted as lead artist on several projects while also contributing to UX and design decisions. Collaborated in a small team environment, adapting to scope, feedback, and production constraints.
Game Designer / Independent Developer at Arkodea
January 1, 2025 - Present
Designing and developing an original game independently, handling gameplay systems, progression, combat, and narrative. Prototyping mechanics and features using Godot and GDScript. Iterating on design through playtesting, balancing, and refinement. Managing scope, priorities, and long-term development planning.

Education

BSc Computer Games/Application Development at University of Abertay Dundee
January 1, 2007 - December 31, 2011

Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment