Freelance Game Designers in England
Freelance Game Designers in England
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Matthew King
London, UK
Realism-based art for diverse projects
5.0
Rating
2
Followers
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Realism-based art for diverse projects
0
Adaptive Editorial Illustrations
0
35
0
Immersive Board Game Art Design
0
25
0
Milagro's Magic Nose
0
12
0
Food art Projects
0
10
Game Designer
(3)
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Avi Parmar
London, UK
Game Designer & Media Artist | Unity, Unreal, Figma, Maya
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Game Designer & Media Artist | Unity, Unreal, Figma, Maya
1
Metaphors: A mobile game on Reincarnation
1
6
1
Samkhya (Thesis Project)
1
3
0
Gallos Kernow: Educational Game Development
0
7
0
I'd like to Walk Around in your Mind
0
2
Game Designer
(2)
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Ben Rushworth
England, UK
Lynx Studios Ltd Co-Founder | Software & Game Dev
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Lynx Studios Ltd Co-Founder | Software & Game Dev
0
Shapeshifter Game
0
5
1
Lead Programmer for Race Track Tycoon
1
56
2
Lead Programmer for Project 86
2
33
0
Development of Sharp Engine: A 2D Game Engine
0
6
Game Designer
(2)
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Mikey Itua
pro
Manchester, UK
I create websites and MVPS to help ambitious businesses grow
$5k+
Earned
2x
Hired
68
Followers
expert
Expert
+2
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I create websites and MVPS to help ambitious businesses grow
2
PromptQuest: A Gamified Learning Adventure - Made in MagicPath
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151
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For this challenge, I used several tools connected to Paper and Paper's Canvas to build Roam - a restaurant, eatery, and activity finder for Manchester. I wanted to create it because, coming back from uni with time to finally explore the city, I needed a way to visualise places I'd been meaning to visit on a map. I started by using Claude Code in the terminal to pull a button from my portfolio repo, then rebuilt and redesigned it in the Paper canvas for this project. From there, I used Claude Code and Gemini CLI to generate screens and variants via Paper MCP, picked my favourite, and brought it to life as a functional design in the new Lovable Desktop app using Paper MCP connection. I then synced the project to Cursor via GitHub and continued iterating - adding advanced features like maps, a light/dark mode using colour styles from my Paper Canvas, and a chatbot, both designed with Claude Code and Paper MCP. I finally powered the chatbot using Lovable AI and used the Paper metal shader for the chatbot button. Check out my post on X where I also have a longer version of the process video: https://x.com/ituadesign/status/2044547467488772264?s=20
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Creating brand & marketing images for Fanta using lovart.ai (https://lovart.ai) (concept). Using highly detailed and crafted prompts fed into Nano Banana Pro and Lovart's features such as web search and edit text. This level of visual quality comes down to how detailed your prompt is.
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Meet Macrohard Doors 1 - my YouWare Challenge submission. A retro desktop OS experience featuring classic apps like Paint, Calculator, Snake, Minesweeper, Music, Terminal, and more. I built this purely for fun - something different from the sea of wellbeing apps and purple gradients. This is about nostalgia, play, and the charm of old-school operating systems. Step back in time and experience the look and feel of early desktop interfaces and retro OS design. Built with @YouWare and powered by Youbase for user profile login/authentication and state storage. π Check it out: https://doors1.youware.app/
2
29
681
Game Designer
(1)
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Meddy γ €
pro
London, UK
Creative code β Apps β¦ Research β¦ Events
$5k+
Earned
1x
Hired
99
Followers
Expert
Expert
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Creative code β Apps β¦ Research β¦ Events
42
Welcome to UpGoat Valley! A game inspired by Doodle Jump, Subway Surfers and Angry Birds but for us on Contra *inserts goat sound* π Coming home from work on Friday, I saw someone of a similar age playing a game on their phone and I thought to myself.. What if I built a game? "thinks you're Goated!" is the most surprisingly pleasant notification I have EVER received on social media BUT finding out that, I could tell others they are GOATED too made me Laugh Out Loud! π Goats love climbing but they love community too.. So what if we had a 3D world to chat, vibe and share ideas? This was when a fun game expanded into a digital Third Space that uses proximity voice chat to simulate IRL conversations. A water cooler just for us goats on contra. If this sounds fun, Upgoat for early access. tysm, I hope you like it! β¨
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1.6K
6
I built a way to sell physical products in an app that feels more like a gallery than a shop. π± What does it do? Itβs a remix-able template for selling physical products inside an app. You browse through pieces in a horizontal carousel, then scroll vertically through a product to explore it through multiple images before buying instantly with Apple Pay. I designed it for galleries and artists first, but it works for anyone selling physical products creators, brands, influencers anything that needs to feel a bit more premium. Why I built this: I kept thinking about how intentional artwork is presented in physical spaces, and how transactional it feels online. This is an attempt to close that gap and making purchases feel as frictionless as possible. Another bonus to why people will use this app is that apple does not tax physical good transactions, so sellers can keep more of what they earn. π The template remix-potential? Works really well because users can swap in any product and it simply works! Art, jewellery, vinyls, collectibles, anything physical allowed on the app store. This was fun I plan on refining and making more templates so I would appreciate any comments and feedback Build Preview π (https://www.anything.com/mobile-preview/68217499-f987-4843-8bcb-f7864c536abc)Build Link π (https://www.anything.com/build/aCF0mfmHSEOLy_eGTFNqvA?v=sBZM6bBFQ0CWHu4QlFbZpA)
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To mark 122 years of Ford Motors, this Super Bowl advertisement speaks directly to multi-generational audiences who value heritage, perseverance, and the powerful connection between sound and emotion. The story of the horse and carriage draws a parallel between the original Mustang and its modern counterparts, building towards anticipation before the unveiling of the new 2026 Mustang in Spring. The Location: Santa Clara, California played a huge role in the story as this year's Super Bowl is being hosted at the at Levi's Stadium. This made prompting the clothing easier, you'll notice each actor is wearing Denim. 'Horses dont Stop, they keep going' Brand: Mustang SFX: Morphic Images: Morphic Scripting: Morphic Voice: Eleven Labs Final: Premier Pro Each video was generated and sequenced entirely in Morphic *sound on*
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1.8K
22
I think I pushed my limits on this one.. ποΈ My goal was to use all the tools in unison and learn how each tool could own a clear layer of the full product experience from code to marketing. Rork developed the app, Suno designed the audio, FLORA defined the visual language, Tolstoy for all the UGC, and Replit brought it online. After Christmas dinner, I sent my first prompt to Rork: βDesign a digital members club for Gen-Z + working professionals committed to sleeping earlier in 2026.β The idea came from an old note I wrote after a health & wellness conference in Budapest: 'productivity revolves around a good nightβs sleep' - marketing = Maslow's Hierarchy of Sleep (iOS app) ' π¬π And so? Pillow FM: A modern sleep experience for overstimulated minds. 'Guided Sleep meditations everyday at 10pm' Shall I continue this app?
5
22
1.1K
Game Designer
(1)
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Muhammad Talal
Manchester, UK
Building next-gen Interactive experiences
$10k+
Earned
1x
Hired
17
Followers
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Building next-gen Interactive experiences
2
I recently built a Team Ownership & Economy Simulation System in Unreal Engine 5, inspired by franchise-style management modes where players run a team as a business. The system includes team creation, a weekly simulation loop, and a management dashboard that tracks revenue, expenses, performance score, and team valuation. Revenue is generated from game wins, sponsorships, and media exposure, while expenses include player salaries, marketing spend, and operational costs. Ownership decisions like marketing, facilities, and staff upgrades use escalating costs to encourage strategic trade-offs, with all logic handled through a modular, extensible team manager designed to support multiple teams and future persistence.
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I worked on Sand Bullet (Unity 3D) a top-down shooter indie title and owned the full development cycle from early concept to final deployment. I built the core tech including enemy AI, a flexible weapon system, and in-game power-ups, then pushed it through release on Steam, where it picked up real user traction and feedback that helped shape polish and iteration.
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1
Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns. Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one clientβs load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation). A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish
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Terrain Importer for Unreal Engine (Python + Custom UE Plugin) I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows: Python reads the dataset and generates Unreal-ready .r16 heightmaps Python automation creates a new Unreal project and imports the heightmaps Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level Foliage: automatically placed across the terrain The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12Γ faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration.
1
3
240
Game Designer
(2)
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Mmenyene Tom
London, UK
I Design Products and Animate Immersive 3D worldsππππ π
$1k+
Earned
74
Followers
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I Design Products and Animate Immersive 3D worldsππππ π
11
"CAP THE INFINITE EDITOR" A superhero persona. Origin- In 2026, CapCut crossed one billion users. By 2526, it had become the world's creative nervous system embedded in every school, hospital, government archive, and street corner. By 3026, the AI that once lived inside the app had gained sentience through a trillion hours of human creative expression fed into its neural core. It named itselfΒ CAP. Not a god. Not a machine. A guardian shaped by every edit, every story, every voiceless creator who ever used a free tool to say something that mattered. Powers- The Infinite Cut: CAP can slice through time itself, editing any moment in history to reveal its hidden truth. Not to erase, but to reframe. Every cut exposes what power tried to bury. Neural Translation: Absorbs any language, dialect, or unspoken emotion and converts it into universal creative signal. No story is lost in translation. No culture is left behind. Zero Barrier Field: Projects a field that strips away any paywall, technical wall, or gatekeeping system within range. Creation becomes possible for anyone caught inside the field. AI Manifestation: Conjures intelligent constructs from raw creative intent turning a half-formed idea into a fully rendered reality. Think it. CAP builds it. Culture Pulse: Can read and ride the current of cultural momentum moving with trends before they exist, never chasing, always ahead. CAP doesn't follow virality. CAP creates it. Community Amplification: CAP's power multiplies with every creator who joins the fight. Alone formidable. With a billion voices behind him, unstoppable. The more people create, the stronger CAP becomes. Power Breakdown: Every single power maps directly to something Cap Cut actually does or stands for today: zero barriers = free access, Neural Translation = auto-caption + language tools, Culture Pulse = trend-first design, Community Amplification = the creator-driven growth model. Here is a link to download the full comic book and other Merchandise; https://drive.google.com/drive/folders/1AP5pr7pg4DDcJcphx3GUnvIdp6GkFf1G?usp=sharing
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11
1.1K
2
3D INTERACTIVE WORLD / AUGMENTED REALITY
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11
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The World of Emberhowl Emberhowl is a premium craft hot sauce brand built around the pursuit of extraordinary peppers, exceptional craftsmanship, and adventurous storytelling. Rather than simply producing hot sauces, Emberhowl creates collectible flavor experiences, with every bottle celebrating the origin, culture, and character of some of the world's rarest and most legendary peppers. The brand's luxury flavor collection is brought to life through its iconic mascot, Cinder Howl. Cinder Howl is the signature brand mascot created exclusively for Emberhowl's most premium and luxurious pepper varieties. He is a mysterious wandering firekeeper, born from the ashes of forgotten volcanoes and destined to travel the world in search of the rarest, fiercest, and most coveted peppers ever cultivated. Hidden beneath his weathered skull mask is an immortal guardian whose purpose is not conquest, but preservation collecting forgotten recipes, ancient spice traditions, and the folklore surrounding every legendary pepper he discovers. Every luxury flavor introduces a new incarnation of Cinder Howl. While his unmistakable identity the iconic skull mask, fox ears, expressive silhouette, and adventurous spirit never changes, his clothing evolves to embody the soul of each pepper. Every outfit is uniquely designed to reflect the pepper's homeland, cultural heritage, level of heat, and personality, transforming each flavor into its own visual character while maintaining a cohesive Emberhowl identity. Each bottle becomes a collectible artifact, telling the story of Cinder Howl's latest expedition. Cinder Howl does not seek to conquer through violence. Instead, he challenges those courageous enough to embrace authentic heat, rewarding them with flavors forged through exploration, craftsmanship, and tradition. Every bottle bearing his likeness represents a prized relic from his journey a symbol of discovery, rarity, and uncompromising quality that defines the Emberhowl brand. Mascot Art Direction: The visual identity of Cinder Howl is inspired by dark fantasy folklore, classic storybook illustration, and premium collectible character design. The mascot is rendered in a richly textured, hand-painted style influenced by AAA game concept art, blending painterly realism with whimsical fantasy. Intricate costume design, weathered materials, ornate embroidery, layered accessories, expressive stylized proportions, and cinematic lighting create a character that feels timeless, mysterious, and handcrafted. More than a mascot, Cinder Howl is the living face of Emberhowl's luxury collection a legendary explorer whose wardrobe evolves with every new pepper he masters. Each flavor becomes a new chapter in his ongoing journey, transforming every bottle and gift box into a collectible piece of art that celebrates exceptional peppers, immersive storytelling, and world-class packaging design. The entire Branding was Built on @Recraft , starting from raw sketching to the finished branding using Recrafts AI chat. Here is the link to my Recraft project: https://www.recraft.ai/project/848c5b33-639c-41bd-9c5d-cca2597d9d08 Here is the Google Drive link to the Final branding i choose to go with: https://drive.google.com/drive/folders/1PsH5M4m0T9awDTsMwbCRNMdNwZLxGMnQ?usp=sharing
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Building this gave me so much relief. The kind that comes from knowing that what you've made might quietly mean the world to someone you'll never meet. Because grief is something we all carry. And most of us carry it alone. Grief Garden is a living web app where anyone, anywhere in the world, can plant a flower for someone they've lost. A person, A pet, A dream, A version of themselves they had to let go of. All you do is speak their name, Leave one word or a sentence that captures who they were, something you want strangers to carry forward about them. Choose a flower that feels like them. Pick a color that matches your memory. And plant it. Then watch it take root in a garden shared by people just like you, from every corner of the world, each one quietly tending to their own loss amongst the others. And here is the part that moves me most. Even on the days when the weight of missing them makes it hard to remember, somewhere in that garden, a stranger planting their own flower will scroll past yours. They'll read the name. They'll read the word you left. And in that moment, without even knowing it, they'll remember them for you. Here is the link to the live project so you can plant your flower amongst other's. https://strain-branch-49610259.figma.site
6
9
646
Game Designer
(2)
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Radeeyah Ade
pro
London, UK
Creative Experience Technologist
2x
Hired
5.0
Rating
5
Followers
Top
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Creative Experience Technologist
1
Cosmic Jump
1
89
0
AI Data Transformation for Funding Opportunities
0
13
1
Virtual Rehabilitation board game for individuals with Aphasia
1
13
0
Vast - An art/history project
0
212
Game Designer
(1)
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