George Larkwright

I’m George Larkwright, and I’m a game designer and writer from London, UK.

I enjoy making tightly-constructed and meaningful games that use play to educate and inform, that tell stories in engaging and dynamic ways, and that push the boundaries of the medium. I am adept at generating and communicating innovative ideas, prototyping features and mechanics, and documenting design processes, both independently and as part of a larger team.

Selected Work

Chapter 1

An educational dungeon crawler designed to encourage young people to write their own stories and support their creative writing process.

The game is designed to be appealing to children and young people between the ages of 8-13, as well as demonstrate pedagogical value, both as a standalone exercise and as part of wider structured learning, showcasing the power of games as educational tools.

I Need To Leave

A turn-based puzzle game about quietly leaving parties early.

Duck and dance your way around monstrous party guests, reach the exit and leave early without being spotted. The game uses simple pattern recognition puzzle mechanics to explore feelings of social anxiety and enochlophobia.

Little Garden in the City

A meditative experience in which players tend to a community garden and support their neighbours to flourish and bloom.

This unfinished project aimed to teach mindfulness and emotional self-care practices through relaxing farming sim gameplay and a thoughtful narrative. The game is characterised by its cosy location, relaxed approach to gameplay and cast of positive characters. I designed all the systems as well as writing the story.


A physical game experience in which the player briefly steps into the shoes of a parent, tasked with completing three different chores in the midst of a set of chaotic deadlines, all whilst their child vies for their attention.

The game melds WarioWare-style minigames with a physical game-space and control inputs, and a real actor, blurring the line between game and interactive theatre piece. It forces players to examine what they prioritise, both inside and outside the game world.

The Subject

Taking classic escape room gameplay, compressing it down to an uncomfortably small scale and mixing in a mind-bending narrative, The Subject is a truly unique experience for two or more players.

One player enters a small, cramped box, and is locked inside. The other player(s) must solve a series of puzzles to free their teammate. The twist? The information they need to solve the puzzles is on the inside of the box.

To Bee or Not To Bee

A virtual reality experience that places the player in the body of a bee, delivering a new perspective on natural life and the world around us.

Players must buzz their way around a garden environment, flying from flower to flower by using a unique control combination of motion controls and head-tracking.


Boxes is a minimalist puzzle game about rearranging boxes. Seemingly simple yet tricky to master, organise your way through 30 increasingly complex levels.

The game takes inspiration from simple yet successful mobile games, and attempts to replicate this with added challenge.

View more of my work