I'm a seasoned game designer with a track record of driving concept-to-execution in live-service and AAA environments. In the last two years I led as Lead and Principal Game Designer at Gallium Studios, shaping Will Wright's Voxverse vision and delivering a data-driven world prototype along with design documentation presented to senior leadership across three companies. I also steered ten rapid-iteration prototypes to validate Proxi's core gameplay and user tools, and I established design documentation standards to improve cross-discipline collaboration. Before Gallium, I spent 13 years at EA's Maxis, helping grow The Sims into a billion-dollar franchise. I led a design discipline on The Sims 4, defining core simulation systems and the tooling to implement six prototypes across multiple engines, and I helped bring expansion packs and content to market. I’m excited for a new opportunity to tackle creative problems and collaborate across teams to deliver high-value, shipped experiences.

Geoffrey Mitchell

I'm a seasoned game designer with a track record of driving concept-to-execution in live-service and AAA environments. In the last two years I led as Lead and Principal Game Designer at Gallium Studios, shaping Will Wright's Voxverse vision and delivering a data-driven world prototype along with design documentation presented to senior leadership across three companies. I also steered ten rapid-iteration prototypes to validate Proxi's core gameplay and user tools, and I established design documentation standards to improve cross-discipline collaboration. Before Gallium, I spent 13 years at EA's Maxis, helping grow The Sims into a billion-dollar franchise. I led a design discipline on The Sims 4, defining core simulation systems and the tooling to implement six prototypes across multiple engines, and I helped bring expansion packs and content to market. I’m excited for a new opportunity to tackle creative problems and collaborate across teams to deliver high-value, shipped experiences.

Available to hire

I’m a seasoned game designer with a track record of driving concept-to-execution in live-service and AAA environments. In the last two years I led as Lead and Principal Game Designer at Gallium Studios, shaping Will Wright’s Voxverse vision and delivering a data-driven world prototype along with design documentation presented to senior leadership across three companies. I also steered ten rapid-iteration prototypes to validate Proxi’s core gameplay and user tools, and I established design documentation standards to improve cross-discipline collaboration.

Before Gallium, I spent 13 years at EA’s Maxis, helping grow The Sims into a billion-dollar franchise. I led a design discipline on The Sims 4, defining core simulation systems and the tooling to implement six prototypes across multiple engines, and I helped bring expansion packs and content to market. I’m excited for a new opportunity to tackle creative problems and collaborate across teams to deliver high-value, shipped experiences.

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Language

English
Fluent

Work Experience

Senior Game Designer II at Gallium Studios
October 1, 2024 - September 5, 2025
Role: Principal Game Designer. Collaborated directly with Will Wright to define Voxverse vision for gameplay, fiction, and development plan, including designing a massive data-driven World with an interactive agent prototype and delivering design documentation and executive presentations across three companies. Led ten rapid-iteration prototypes to validate Proxi’s core gameplay and user tools. Established design documentation standards and best practices to streamline cross-discipline development and produced over two dozen feature and system designs. Regularly mentored junior designers and represented the Design discipline in internal and external partnership initiatives.
Senior Game Designer at Maxis - Electronic Arts
August 1, 2022 - September 5, 2025
Role: Lead Systems Designer. Crafted core pillars and feature sets for studio R&D with high-level vision alignment, documented production-ready concepts, and defined robust core simulation systems and editing tools used to implement six playable prototypes across multiple engines, validated through user research. Collaborated across Engineering, XD, UI, PM, Animation, Audio, VFX, DA, & QV to align goals and pipelines. Led the design development of a popular The Sims expansion pack from concept to launch and showcase at conventions.
Lead Technical Designer at Maxis - Electronic Arts
May 1, 2018 - September 5, 2025
Role: Lead Technical Designer. Led a design discipline of over a dozen tech designers responsible for implementing, tuning, and bug-fixing simulation gameplay across more than ten AAA expansion packs. Managed daily operations, including team representation, assignments, best practices, tooling improvements, and cross-discipline collaboration to deliver a high-quality multi-title catalog on time. Assisted leadership with long-term feature planning and product release scheduling to grow The Sims 4 into a leading live-service title. Responsible for the design and implementation of the most successful 'Stuff Pack'.
Game Designer I at Maxis - Electronic Arts
May 1, 2016 - September 5, 2025
Role: Systems Designer. Conceived key gameplay systems from concept through implementation to balance polish for the launch of The Sims 4 base game, including FTUE, world management, and social multiplayer Gallery features. Mastered the gameplay editing tool and helped establish a new discipline focused on game implementation, balancing, and bug-fixing.
Associate Game Designer at Maxis - Electronic Arts
December 1, 2013 - September 5, 2025
Role: Content Design (Objects/Levels/Quests). Created a wide range of game content, including designing quest chains, world levels, puzzles, and descriptive text for shipped simulation games (e.g., My Sims Agents, The Sims Medieval).
Senior Game Designer II at Gallium Studios
October 1, 2024 - September 5, 2025
Collaborated directly with Will Wright to define his vision for Voxverse gameplay, fiction, and development plan, including designing a massive data-driven World with an interactive agent prototype and responsible for all design documentation and presentation to senior leadership of 3 companies. Successfully led ten rapid-iteration prototypes to validate Proxi’s core gameplay and user tools. Established design documentation standards and best practices to facilitate cross-discipline development and team alignment, producing over two dozen feature and system designs. Regularly mentored junior designers and represented the Design discipline in internal team-wide meetings and external partnership initiatives.
Senior Game Designer at Maxis - Electronic Arts
August 1, 2022 - September 5, 2025
Crafted key pillars and innovative feature sets for studio R&D through high-level vision alignment, presentation, and documentation for production-readiness of new AAA game experiences. Defined robust core simulation systems and the editing tools used to iteratively implement six playable prototypes across multiple game engines and validated through UXR. Collaborated across disciplines to establish goals, practices, and pipelines with Engineering (gameplay & tools), XD, UI, PM, Animation, Audio, VFX, DA, & QV. Drove the design development of a popular Sims expansion pack from concept to launch and showcase.
Game Designer II at Maxis - Electronic Arts
May 1, 2018 - September 5, 2025
Led a development discipline on The Sims 4, overseeing over a dozen Tech Designers responsible for implementation, tuning, and bug-fixing of simulation gameplay across more than 10 expansion titles. Managed daily operations for the design discipline, including team representation, assignments, best practices, tool improvements, and cross-discipline collaboration to deliver a high-quality multi-product catalog on time. Assisted leadership with long-term feature planning and product release scheduling to grow The Sims 4 into a 1B brand and live service. Responsible for the design and implementation of the most successful 'Stuff Pack' for The Sims 4.
Game Designer I at Maxis - Electronic Arts
May 1, 2016 - September 5, 2025
Conceived key gameplay systems from concept through implementation to balancing polish for the launch of The Sims 4 base game. Designed game entry and FTUE processes, world management functionality and multiplayer content-sharing Gallery, plus a robust suite of social features for a multiplayer Sims experience. Mastered the gameplay editing tool to become a team expert and helped establish a new discipline responsible for game implementation, balancing, and bug-fixing.
Associate Game Designer at Maxis - Electronic Arts
December 1, 2013 - September 5, 2025
Created a wide range of game content and play experiences for shipped simulation games, including designing quest chains, world levels, logic/platforming puzzles, and text writing.
Senior Game Designer II at Gallium Studios
October 1, 2024 - September 5, 2025
Collaborated directly with Will Wright to define Voxverse vision, gameplay, and dev plan; designed a massive data-driven World with an interactive agent prototype; responsible for design documentation and presentations to senior leadership across three companies. Led ten rapid-iteration prototypes to validate Proxi's core gameplay and user tools. Established design documentation standards to facilitate cross-discipline development and produced over two dozen feature and system designs. Regularly mentored junior designers and represented the Design discipline in internal team meetings and external partnership initiatives.
Senior Game Designer at Maxis - Electronic Arts
August 1, 2022 - September 5, 2025
Crafted pillars and innovative feature sets for studio R&D through high-level vision alignment, presentation, and documentation for production-readiness of new AAA game experiences. Defined robust core simulation systems and the editing tools used to iteratively implement six playable prototypes across multiple game engines and validated through UX research. Strong collaboration to establish project goals, practices, and pipelines with Engineering, XD, UI, PM, Animation, Audio, VFX, DA, & QV. Drove the design development of a popular Sims expansion from concept through feature development to launch and convention showcase.
Lead Technical Designer at Maxis - Electronic Arts
May 1, 2018 - September 5, 2025
Led a development discipline of over a dozen Tech Designers responsible for the implementation, tuning, and bug-fixing of simulation gameplay across 10+ expansion titles. Managed daily operations for the design discipline including representation, personnel supervision, assignments, task evaluation, best practices, tool improvements, and cross-discipline collaboration to deliver a high-quality multi-product catalog on time. Assisted project leadership with long-term planning of feature development and release schedules to grow The Sims 4 into a 1B brand and live service. Responsible for the design and implementation of The Sims 4's most successful Stuff Pack.
Game Designer II at Maxis - Electronic Arts
May 1, 2016 - September 5, 2025
Conceived key gameplay systems from concept through implementation to balancing polish for The Sims 4 base game launch. Designed the game entry and FTUE, world management functionality, and multiplayer Gallery (as well as a robust suite of social features for a multiplayer Sims experience). Mastered the gameplay editing tool to become a team expert and helped create a new discipline responsible for game implementation, balancing, and bug fixing.
Associate Game Designer at Maxis - Electronic Arts
December 1, 2013 - September 5, 2025
Created a wide range of game content and play experiences for a diverse catalog of shipped simulation games, including designing quest chains, world levels, and logic/puzzles, and text writing. Worked on projects such as My Sims Agents, The Sims Medieval, and The Sims Medieval: Pirates and Nobles.
Senior Game Designer II at Gallium Studios
October 1, 2024 - September 11, 2025
Led design for Voxverse and Proxi, collaborating with Will Wright to define vision, design a data-driven world, and prepare development plans; authored comprehensive design documentation and presentations for senior leadership across three companies. Directed ten rapid-iteration prototypes to validate Proxi's core gameplay and tooling. Established design documentation standards to improve cross-discipline collaboration and produced 20+ feature and system designs. Regularly mentored junior designers and represented the Design discipline in team-wide and external partnership initiatives.
Senior Game Designer at Maxis - Electronic Arts
August 1, 2022 - September 11, 2025
Defined pillars and feature sets for studio R&D and produced production-ready concepts for AAA experiences. Established robust core simulation systems and authoring tools used to implement six playable prototypes across multiple engines, validated through UX research. Collaborated across disciplines to align goals, pipelines, and quality. Led the design development of a Sims expansion pack from concept to launch and showcased at conventions.
Game Designer II at Maxis - Electronic Arts
May 1, 2018 - September 11, 2025
Led a design discipline of over a dozen Tech Designers; managed daily operations, assignments, and best practices; contributed to long-range feature planning and release scheduling to grow The Sims 4 into a $1B live-service franchise. Designed and delivered The Sims 4 Stuff Pack and contributed to multiple expansion packs with strong cross-discipline collaboration.
Game Designer I at Maxis - Electronic Arts
May 1, 2016 - September 11, 2025
Conceived and polished gameplay systems for The Sims 4 base game; designed FTUE, world management, and multiplayer content-sharing Gallery features; mastered the gameplay editor and helped establish a discipline dedicated to game implementation, balancing, and bug-fixing.
Associate Game Designer at Maxis - Electronic Arts
December 1, 2013 - September 11, 2025
Created a wide range of game content and play experiences, including quest chains, world levels, logic puzzles, and narrative elements for shipped simulation titles.
Senior Game Designer II at Gallium Studios
October 1, 2024 - September 11, 2025
Collaborated with Will Wright to define Voxverse vision and development plan, designing a data-driven World with an interactive agent prototype; produced design documentation and presentations to senior leadership across three companies. Led ten rapid-iteration prototypes to validate Proxi’s core gameplay and user tools. Established design documentation standards to improve cross-discipline collaboration and produced over 24 feature and system designs. Mentored junior designers and represented Design in team meetings and external partnerships.
Senior Game Designer at Maxis - Electronic Arts
August 1, 2022 - September 11, 2025
Crafted pillars and feature sets for studio R&D through high-level vision alignment and documentation for production-readiness of new AAA experiences. Defined robust core simulation systems and the editing tools used to implement six playable prototypes across multiple engines, validated through UX research. Collaborated across disciplines to set goals, practices, and pipelines with Engineering, XD, UI, PM, Animation, Audio, VFX, DA, & QV. Drove the design development of a Sims expansion from concept through launch and showcase.
Lead Technical Designer at Maxis - Electronic Arts
May 1, 2018 - September 11, 2025
Led a development discipline of over a dozen Tech Designers responsible for the implementation, tuning and bug-fixing of simulation gameplay across 10+ expansion titles. Managed daily operations for the design discipline including representation, assignments, best practices, tool improvements, and cross-discipline collaboration to deliver a high-quality multi-product catalog. Contributed to long-term feature planning and product release scheduling during The Sims 4 live-service growth.
Systems Designer at Maxis - Electronic Arts
May 1, 2016 - September 11, 2025
Conceived key gameplay systems from concept through implementation to balancing polish for The Sims 4 base game launch. Designed FTUE, world management, and multiplayer content-sharing Gallery, as well as a robust suite of social features for multiplayer play. Mastered the gameplay editing tool to support a new discipline for game implementation, balancing and bug-fixing.
Content Design (Objects/Levels/Quests) at Maxis - Electronic Arts
December 1, 2013 - September 11, 2025
Created a wide range of game content and play experiences for shipped simulation titles, including designing quest chains, world levels and puzzles, and writing in-game text.
Senior Game Designer II at Gallium Studios
October 1, 2024 - September 11, 2025
Collaborated directly with Will Wright to define Voxverse's vision, designing a massive data-driven world with an interactive agent prototype while producing all design documentation and presenting to senior leadership across three companies. Led ten rapid-iteration prototypes to validate Proxi's core gameplay and user tools. Established design documentation standards to streamline cross-discipline development and produced over two dozen feature and system designs. Regularly mentored junior designers and represented the Design discipline in internal team-wide meetings and external partnership initiatives.
Senior Game Designer at Maxis - Electronic Arts
August 1, 2022 - September 11, 2025
Crafted key pillars and innovative feature sets for studio R&D through high-level vision alignment, presentation, and documentation for production-readiness of new AAA experiences. Defined robust core simulation systems and the editing tools used to iteratively implement six playable prototypes across multiple game engines and effectively validated through UXR. Strong collaboration and knowledge-sharing to establish project goals, practices, and pipelines with discipline experts from Engineering (gameplay & tools), XD, UI, PM, Animation, Audio, VFX, DA, & QV. Drove the design development of a popular Sims expansion pack from first concept through feature development to a successful launch and game-convention showcase.
Lead Technical Designer / Game Designer II at Maxis - Electronic Arts
May 1, 2018 - September 11, 2025
Led a development discipline on The Sims 4 of over a dozen Tech Designers responsible for the implementation, tuning and bug-fixing of simulation gameplay across over 10 AAA expansion titles. Managed the daily operations for a design discipline including team representation, personnel supervision, assignments, task evaluation, best practices, tool improvements, increased cross-discipline collaboration to consistently deliver a high-quality multi-product game catalog. Assisted project leadership with the long-term planning of a feature planning and product release schedule to grow The Sims 4 into a 1B brand and live service franchise. Responsible for the design and implementation of the most successful 'Stuff Pack' for The Sims 4.
Game Designer I at Maxis - Electronic Arts
May 1, 2016 - September 11, 2025
Conceived key gameplay systems from concept through implementation to balancing polish for the launch of The Sims 4 base game that 7 years later is an industry-leading title and thriving live-service. Designed the game entry and FTUE process, world management functionality and multiplayer content-sharing Gallery (as well as a robust suite of social features for a multiplayer Sims experience). Mastered the gameplay editing tool to become a team expert and helped to create a new discipline responsible for game implementation, balancing and bug-fixing.
Associate Game Designer at Maxis - Electronic Arts
December 1, 2013 - September 11, 2025
Created a wide range of game content and play experiences for a diverse catalog of shipped simulation games, including designing quest chains, world levels and logic/platforming puzzles and text writing.
Senior Game Designer II at Gallium Studios
October 1, 2024 - September 11, 2025
Role: Principal Game Designer. Collaborated directly with Will Wright to define Voxverse vision and dev plan, designing a massive, data-driven World with an interactive agent prototype and responsible for all design documentation and senior-leadership presentations across three companies. Led ten rapid-iteration prototypes to validate Proxi’s core gameplay and user tools. Established design documentation standards to facilitate cross-discipline development and produced over two dozen feature and system designs. Regularly mentored junior designers and represented Design in internal team-wide meetings and external partnership initiatives.
Senior Game Designer at Maxis - Electronic Arts
August 1, 2022 - September 11, 2025
Role: Lead Systems Designer. Crafted key pillars and innovative feature sets for studio R&D through high-level vision alignment, presentation, and documentation for production-readiness of new AAA game experiences. Defined robust core simulation systems and the editing tools used to iteratively implement six playable prototypes across multiple game engines, validated through UXR. Fostered cross-discipline collaboration to align goals and pipelines with Engineering, XD, UI, PM, Animation, Audio, VFX, DA, & QV. Led design development of a popular Sims expansion pack from concept to launch and showcase.
Game Designer II at Maxis - Electronic Arts
May 1, 2018 - September 11, 2025
Role: Lead Technical Designer. Led a design discipline of over a dozen Tech Designers responsible for implementing, tuning, and bug-fixing simulation gameplay across more than ten AAA expansion titles. Managed daily operations for the design discipline, including team representation, supervision, task evaluation, best practices, tool improvements, and cross-discipline collaboration to deliver a high-quality multi-product catalog on time. Assisted leadership with long-term feature planning and release scheduling to grow The Sims 4 into a 1B brand.
Game Designer I at Maxis - Electronic Arts
May 1, 2016 - September 11, 2025
Role: Systems Designer. Conceived key gameplay systems from concept through implementation to balancing polish for the launch of The Sims 4 base game and its live-service evolution. Designed game entry and FTUE, world management, and multiplayer content-sharing Gallery. Mastered the gameplay editing tool to become a team expert and helped create a new discipline responsible for game implementation, balancing, and bug-fixing.
Associate Game Designer at Maxis - Electronic Arts
December 1, 2013 - September 11, 2025
Role: Content Design (Objects/Levels/Quests). Created a wide range of game content and play experiences for shipped simulation titles, including designing quest chains, world levels, logic/platforming puzzles, and text writing for a diverse catalog.

Education

Bachelor of Arts in Game Art & Design at The Art Institute of California – San Francisco
January 11, 2030 - September 5, 2025
Bachelor of Arts in Communications (Digital & Mass Media); Minor: Chemistry at University of California-Santa Barbara
January 11, 2030 - September 5, 2025
Bachelor of Arts in Game Art & Design at the Art Institute of California – San Francisco
January 11, 2030 - September 5, 2025
Bachelor of Arts in Communications at University of California-Santa Barbara
January 11, 2030 - September 5, 2025
Bachelor of Arts in Game Art & Design at The Art Institute of California – San Francisco
January 11, 2030 - September 5, 2025
Bachelor of Arts in Communications at University of California-Santa Barbara
January 11, 2030 - September 5, 2025
Bachelor of Arts in Game Art & Design at The Art Institute of California – San Francisco
January 11, 2030 - September 11, 2025
Bachelor of Arts in Communications at University of California-Santa Barbara – Goleta, CA
January 11, 2030 - September 11, 2025
Bachelor of Arts in Game Art & Design at The Art Institute of California – San Francisco
January 11, 2030 - September 11, 2025
Bachelor of Arts in Communications at University of California-Santa Barbara
January 11, 2030 - September 11, 2025
Bachelor of Arts, Game Art & Design at The Art Institute of California – San Francisco
January 11, 2030 - September 11, 2025
Bachelor of Arts, Communications at University of California-Santa Barbara
January 11, 2030 - September 11, 2025
Bachelor of Arts at The Art Institute of California – San Francisco
January 11, 2030 - September 11, 2025
Bachelor of Arts at University of California-Santa Barbara
January 11, 2030 - September 11, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Education