Open windows0 Seeds planted0

J Tyler McCulloch

Game Designer & Director

22+ years across AAA, VR, mobile and live service. 12+ leading design teams, 15 shipped titles. I design and lead emotionally resonant interactive experiences, from concept to controller.

Work

  • Pistol Whip key artPistol WhipGame Director

    Directed content strategy and created the 'Pistol Mix' level editor for this VR rhythm-shooter.

  • Journey to Foundation key artJourney to FoundationCo-Creative Director

    VR Roleplaying Adventure based on Isaac Asimov's saga.

  • Flourish key artFlourishCreative Director

    VR Physiotherapy Game transforming exercises into magical spells.

  • ProximityProximityCreative Director / Co-Founder

    Pioneering AI-driven narrative adventure. Early GPT-3 beta collaborator.

  • Horizon WorldsHorizon WorldsCreative Director

    Creative direction for Meta's social VR platform experiences.

  • Marvel: Dimension of HeroesMarvel: Dimension of HeroesDesign Lead

    Design leadership for this AR Marvel gaming experience.

  • FORMFORMLead Game Designer

    Designed and scripted all puzzles for this surreal VR narrative experience.

  • Petra's PlanetPetra's PlanetLead Game Designer

    Kids Educational MMO with social and retention features.

  • Citizen GrimCitizen GrimLead Designer

    F2P Wave Shooter with progression and retention systems.

  • Whore of the OrientWhore of the OrientSenior Game Designer

    Open-World game set in 1920s Shanghai (cancelled).

  • Resident Evil: Operation Raccoon CityResident Evil: Op. Raccoon CitySenior Game Designer

    Senior design on this squad-based shooter set in the RE universe.

  • Star Wars: Battlefront OnlineStar Wars: Battlefront OnlineGame Designer

    Multiplayer shooter (cancelled).

  • SOCOM: Fireteam Bravo 3SOCOM: Fireteam Bravo 3Senior Game Designer

    Tactical Shooter for PSP.

  • SOCOM: ConfrontationSOCOM: ConfrontationGame Designer

    Multiplayer shooter for PS3.

  • SOCOM: Tactical StrikeSOCOM: Tactical StrikeGame Designer

    Real-time Tactics for PSP.

  • BullyBullyGame Designer

    Game design on Rockstar's beloved open-world action-adventure.

  • Max Payne 2Max Payne 2QA Support

    QA support on the award-winning third-person shooter.

About

Design is not what we add.
It is what remains when we remove everything unnecessary.
I'm a veteran creative leader with an empathetic, player-first design philosophy grounded in psychology, data-driven iteration, and collaboration. From directing Pistol Whip's studio-wide creative design strategy to shaping Journey To Foundation's narrative vision, I've delivered 15 shipped titles across AAA, VR, mobile, and live service platforms.

I thrive on defining, upholding, and executing creative vision from concept through production — leading and mentoring multidisciplinary teams while driving cross-team collaboration with production, engineering, art, marketing, and leadership. Whether I'm hands-on scripting prototypes or managing designers, I bring both strategic vision and technical fluency to every project.

How I Work

  1. Player agency over spectacle

    Journey to Foundation — our mantra was “participatory drama”: players take part in conversations through physical actions, not menu choices. It became the game's boss fights.

    Journey to Foundation
  2. Systems that teach through play

    Flourish — repetitive physio exercises became magic spells: as players heal their bodies, the energy heals the broken land around them.

    Flourish
  3. Vision held across disciplines

    Horizon Worlds — led the team through overlapping 3–6 month production cycles while Meta's tools kept changing; a 6-month contract grew to 2+ years.

    Horizon Worlds
  4. Ship under constraint

    Marvel: Dimension of Heroes — united a fractured, over-scoped team → delivered on a tight timeline.

    Marvel: Dimension of Heroes

Who I've Worked With

Career

  1. Studio Design Director

    Keywords Studios (Smoking Gun Interactive)

    May 2026 – Present

    • Studio design leadership Directs 4 to 5 projects of different sizes at once, hands-on in the day-to-day design on some and at a management level on others
    • Freefall Racers Studio Design Director on a released NEX console game controlled by your body through a camera
  2. Technical Designer (part-time)

    Useful Fiction

    Jan 2026 – Present

    • New games division Rapidly developing prototypes, using AI tools to assist as core developer and designer
  3. Prototype Designer and Developer

    Jetpack Interactive

    Aug 2025 – Jan 2026

    • Game pitch Built a prototype in Unreal Engine 5; shelved when the team moved onto God of War with Sony Santa Monica
  4. Game Director

    Cloudhead Games

    July 2022 – Nov 2025

    • Pistol Whip Award-winning, critically acclaimed, 500+ community remixes
    • Experimental prototypes Oversaw the studio's prototypes, including an unannounced original tactical stealth shooter
  5. Art Director (part-time)

    National Film Board of Canada

    April – Nov 2023

    • Sunalimit Remotely managed team of indigenous artists on experimental project
  6. Creative Director

    Archiact Interactive (Design Lead from Jan 2019)

    June 2020 – July 2022

    • Journey to Foundation Co-directed and led the narrative and UX teams; reviewers singled out the story
    • Horizon Worlds Topped Meta's retention charts, top-performing, contract extended 6mo → 2+ years
    • Flourish Conceptualized creative vision; pioneered approach transforming repetitive physio into engaging gameplay
    • Marvel: Dimension of Heroes United and focused a fractured, over-scoped team to deliver within tight timelines
  7. Co-Founder / Director

    Inscape Studios

    Feb 2018 – July 2023

    • Proximity Sole developer to team lead; pitched, raised funds, and shipped experimental AI narrative game
  8. Lead Game Designer

    Charm Games

    Jun 2015 – July 2017

    • FORM Award-winning, noted for quality and critical reception
  9. Lead Game Designer

    Dramaforum

    Feb – Nov 2014

    • Petra's Planet Transformed struggling platform (near-zero D2 retention) into thriving world; designed economy and reward loops
  10. Lead Designer

    Eruptive Games

    Feb – Sept 2013

    • Citizen Grim Designed and tuned mechanics using metrics analysis; improved retention and ratings
  11. Senior Game Designer

    Kennedy Miller Mitchell (Team Bondi)

    Sept 2012 – Jan 2013

    • Whore of the Orient (cancelled) Designed combat systems based on Defendu and helped prototype combat, shooting and a chase scene through crowded alleyways
  12. Senior Game Designer

    Slant Six Games

    Aug 2006 – April 2012

    • Resident Evil: ORC Prototyped the level that led to Capcom greenlight, co-created proprietary scripting language
    • Star Wars: Battlefront Online (cancelled) Weapons tuning and level design iteration, and tuned the speeder bike mechanics with the engineer building the vehicle physics system
    • SOCOM: Fireteam Bravo 3 Proposed narrative concept that became basis for entire game; drove single-player campaign
    • SOCOM: Confrontation Responsible for Kasbah (regularly voted best map), launch of game so popular it brought down Sony's servers
    • SOCOM: Tactical Strike Helped reimagine SOCOM as strategy game; received a BAFTA nomination (Strategy/Simulation)
  13. Game Designer

    Rockstar Games

    Sept 2003 – June 2006

    • Bully Critically well received, worked on combat system that influenced Sleeping Dogs and Arkham Asylum
    • Max Payne 2 QA support on award-winning title

The Unreleased

Various Roles

Reflections on cancelled projects and the lessons they taught.

Over the years, there have been about as many, if not more, projects I have worked than ones considered complete.
These have died in various stages of development each with its own unique set of circumstances.
Each one a unique branch of effort, collaboration, and creativity.

Each one having some part of myself in it.

Though not every project we work on blooms into something presentable, with each one we learn a little more about ourselves, what we create and how we collaborate.
It is true that each seed we plant has the opportunity to bloom into something great but in my mind, it is important to stay in the moment and love the act of planting the seed itself.
That is to say, enjoy the process of creating.
Enjoy the process of collaboration.

Enjoy creating art simply for the act of creating it.

Each project is an experience that stays with you in some way.
It continues to shape and mold you whether you realize it or not.
Though not every project grows, with the right mindset, we do and we can shape ourselves into something
stronger, kinder and more open to what the universe has in store for us next.

Let's Work Together

jtylermc@gmail.com

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Press kit