George Larkwright

I’m George Larkwright, and I’m a game designer and writer with an enthusiasm for crafting unique and meaningful playable experiences.

I make games that use play to educate and inform, that tell stories in new 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.

Adulting?

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.

Freelance Work - Nexus Studios

In 2019 I worked as a consultant game designer for award-winning film and interactive media studio Nexus Studios.

In my time with Nexus Studios I developed mechanics and game feel documentation for a successful mobile game pitch to UNICEF - this project was later developed and released as Right Runner

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

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.

Book of Cruelty

A horrifying historical document reimagined as interactive fiction.

King Eric XIV ruled Sweden from 1560 to 1568. It was a reign characterised by madness, barbarism, and brutality. The King was deeply paranoid, obsessed with the idea that his subjects were plotting to overthrow him. An irrepressible and obsessive note-taker, the King kept a journal of his brutish reign. Years later, these notes became known as the Bok Av Grymhet, or Book of Cruelty.