news • 31 July 2024
Tutor Spotlight: Glyn Fairweather

We had the chance to catch up with MA Game Design tutor Glyn Fairweather to talk about his career, where he finds inspiration or how he handles challenges and hurdles in the game creation process.
What inspired you to pursue a career in game design?
I've been a gamer for as long as I can remember, but my journey into game design really kicked off back in '95 when I got my hands on my first PC. It came loaded with Doom and DoomEd, the level editor that let me tinker and create my own stuff. As the years went by, games like Half-Life and TES: Morrowind came out with their own editors, which only fuelled my passion for making custom content even more. I loved playing around with these tools, swapping tips on forums and message boards with fellow enthusiasts.
After school, I worked for a bit, but I kept honing my skills as a hobbyist game designer on the side. Eventually, I decided to dive back into higher education and turn my love for gaming into a full-blown career in game design. It's been quite the ride, from those early days modding Doom to now, where I get to create games for a living.
Where do you find inspiration for your game design ideas?
You know, it might sound a bit cheesy, but I genuinely find inspiration in just about everything around me. Whether it’s the things I’ve gone through, my hobbies, the outdoors, other games I dive into, bits of history, or even stories from books and movies—I soak it all in. I’m pretty much always playing a mix of digital and old-school games across different genres, and I’m constantly blown away by how creative people can get. It’s like there’s this endless well of ideas out there, and I’m always eager to see what sparks my imagination next.
How do you handle creative blocks or challenges during the design process?
Working with others is such a game-changer when it comes to moving a project forward. When we’re deep into an idea, it’s easy to get tunnel vision and miss things that someone else could spot right away. Sometimes, it’s those tiny observations that completely flip our understanding of a mechanic or system on its head. Having a second set of eyes can really open new possibilities and make the project stronger. It’s all about that collaboration vibe - bringing different perspectives together to make something awesome happen.
What do you enjoy most about working in game design?
I love the variety. No day ever feels the same as the previous one. I could be designing new mechanics, writing narrative, balancing systems, iterating on a game loop, making levels, or any of the other things we do as game designers in any of a variety of genres and themes. At a studio level, there's something rewarding and wholesome about working in a team with people from all sorts of backgrounds, all sharing a passion for making amazing experiences and memories for folks we'll probably never meet.
What is the most rewarding project you have worked on and why?
Over the past few years, I've been working with a publisher that's all about finding studios with killer ideas and helping them get their games out there. Our job is to support these teams through everything from production and marketing to building communities—and of course, making sure their game design is top-notch.
As the Design Director, I worked with the designers to fine-tune their systems, mechanics, and user experience, and fill in any gaps in their knowledge. I've worked with teams across a bunch of different genres, always looking for ways to bring something extra to the table and help them craft the best version of their game possible. Seeing these games evolve and finally hit the market was super rewarding, almost like watching a proud parent seeing their kid succeed.