Richard Rouse III is a creative director, game designer and writer with twenty years of experience in the game industry.
He is currently focusing his time on The Church in the Darkness, but still consults
on a variety of other projects.
Richard started out making games independently for the Macintosh and PC under the banner Paranoid Productions, including
award winning titles such as the RPG Odyssey: The Legend of Nemesis and the tactical shooter Damage Incorporated.
Richard has recently returned to Paranoid Productions and independent game development, working on an
as-yet unannounced title.
Over the last decade, Richard worked on a number of large-scale AAA projects at larger development studios.
At Surreal Software/Midway, Richard was Studio Creative Director and served as creative lead and writer on the
popular horror games The Suffering and The Suffering: Ties that Bind. At Microsoft Studios, Richard was a
publishing design lead on titles like State of Decay, CastleStorm, and Sunset Overdrive, as well as contributing
to many other titles including the forthcoming Quantum Break. At Ubisoft Montreal, Richard was one of the
few Narrative Directors in the company and worked on the franchise reboot Rainbow 6: Patriots leading to a
well-received cover story in Game Informer magazine.
In addition to his work in development, Richard also wrote the book Game Design: Theory & Practice, one of the
most popular books on game development and which is frequently used in college courses. Richard has also written
for many different publications, including articles for Game Developer magazine, Game Informer, Develop, and
Siggraph Computer Graphics.
Over the last decade Richard has been a frequent speaker at the Game Developer's Conference, including a popular
series on Cinematic Game Design, numerous talks on game storytelling, and "Five Ways a Video Game Can Make You Cry"
which was one of the highest rated talks of its year. Richard has also spoken at many difference conferences
around the world, including the Montreal International Game Summit, PAX Prime, Siggraph, Game Developers'
Conference China, fmx (Stuttgart, Germany), and Cartoons on the Bay (Venice, Italy). He has also lectured
on game design at numerous schools, including MIT, McGill, Ringling College of Art and Design, University of
California Santa Cruz, Rensselaer Polytechnic Institute, and FAAP (Sao Paolo, Brazil).