Simon Barlow
Design Director at Bossa Games- Claim this Profile
Click to upgrade to our gold package
for the full feature experience.
Topline Score
Bio
Jean-François • Gagné
Simon is by far the greatest game director I had the chance to work with. He was also one of the best manager I ever had. He's down to earth and really human. His people are important to him and it shows. I genuinely hope I will have the chance to work with Simon again in the future.
Ric Miskimmon
Simon Barlow is an avid gamer, self-confessed geek (his words not mine) and a very experienced developer who brings his passion for gaming into to his work. He has an encyclopaedic knowledge of traditional board gaming, PC and console gaming and is always championing the latest ‘indie’ hit. As a Design Director he is able to lay down ‘broad brushstroke’ features and actively encourage Feature Design teams to develop these ideas further. As a Product Owner he authors well written User Stories and will dutifully ensure that Feature Backlogs are prioritised and curated. Simon can always be trusted to provide detailed feedback and during Feature reviews the team values his input and guidance.
Jean-François • Gagné
Simon is by far the greatest game director I had the chance to work with. He was also one of the best manager I ever had. He's down to earth and really human. His people are important to him and it shows. I genuinely hope I will have the chance to work with Simon again in the future.
Ric Miskimmon
Simon Barlow is an avid gamer, self-confessed geek (his words not mine) and a very experienced developer who brings his passion for gaming into to his work. He has an encyclopaedic knowledge of traditional board gaming, PC and console gaming and is always championing the latest ‘indie’ hit. As a Design Director he is able to lay down ‘broad brushstroke’ features and actively encourage Feature Design teams to develop these ideas further. As a Product Owner he authors well written User Stories and will dutifully ensure that Feature Backlogs are prioritised and curated. Simon can always be trusted to provide detailed feedback and during Feature reviews the team values his input and guidance.
Jean-François • Gagné
Simon is by far the greatest game director I had the chance to work with. He was also one of the best manager I ever had. He's down to earth and really human. His people are important to him and it shows. I genuinely hope I will have the chance to work with Simon again in the future.
Ric Miskimmon
Simon Barlow is an avid gamer, self-confessed geek (his words not mine) and a very experienced developer who brings his passion for gaming into to his work. He has an encyclopaedic knowledge of traditional board gaming, PC and console gaming and is always championing the latest ‘indie’ hit. As a Design Director he is able to lay down ‘broad brushstroke’ features and actively encourage Feature Design teams to develop these ideas further. As a Product Owner he authors well written User Stories and will dutifully ensure that Feature Backlogs are prioritised and curated. Simon can always be trusted to provide detailed feedback and during Feature reviews the team values his input and guidance.
Jean-François • Gagné
Simon is by far the greatest game director I had the chance to work with. He was also one of the best manager I ever had. He's down to earth and really human. His people are important to him and it shows. I genuinely hope I will have the chance to work with Simon again in the future.
Ric Miskimmon
Simon Barlow is an avid gamer, self-confessed geek (his words not mine) and a very experienced developer who brings his passion for gaming into to his work. He has an encyclopaedic knowledge of traditional board gaming, PC and console gaming and is always championing the latest ‘indie’ hit. As a Design Director he is able to lay down ‘broad brushstroke’ features and actively encourage Feature Design teams to develop these ideas further. As a Product Owner he authors well written User Stories and will dutifully ensure that Feature Backlogs are prioritised and curated. Simon can always be trusted to provide detailed feedback and during Feature reviews the team values his input and guidance.
Credentials
-
Certified Scrum Product Owner® (CSPO)
Scrum AllianceJun, 2011- Nov, 2024
Experience
-
Bossa Games
-
United Kingdom
-
Computer Games
-
1 - 100 Employee
-
Design Director
-
May 2022 - Present
-
-
-
Ubisoft Stockholm
-
Sweden
-
Computer Games
-
1 - 100 Employee
-
Game Director
-
Feb 2020 - May 2022
I joined Ubisoft Stockholm in early 2020 as the Game Director on an ambitious new title. My role covered all aspects of the game's design, from moment-to-moment interactions to high-level vision. I was responsible for a growing team of designers, providing leadership and mentoring to create best in class design and build the right group of people for an incredible project. I joined Ubisoft Stockholm in early 2020 as the Game Director on an ambitious new title. My role covered all aspects of the game's design, from moment-to-moment interactions to high-level vision. I was responsible for a growing team of designers, providing leadership and mentoring to create best in class design and build the right group of people for an incredible project.
-
-
-
Massive Awesome
-
United Kingdom
-
Entertainment Providers
-
Managing Director
-
Mar 2015 - Feb 2020
Massive Awesome was a real passion project, something myself and one of my closest friends set up in order to fulfil the dream of creating our own tabletop game. I ran the company in my spare time and was responsible for creative direction and general day-to-day admin, having had to learn from scratch the ins and outs of creating and maintaining a new start-up, as well as running a successful Kickstarter campaign for the miniature war game Shattered Earth. Massive Awesome was a real passion project, something myself and one of my closest friends set up in order to fulfil the dream of creating our own tabletop game. I ran the company in my spare time and was responsible for creative direction and general day-to-day admin, having had to learn from scratch the ins and outs of creating and maintaining a new start-up, as well as running a successful Kickstarter campaign for the miniature war game Shattered Earth.
-
-
-
Codemasters
-
United Kingdom
-
Computer Games
-
300 - 400 Employee
-
Principal Games Designer
-
Oct 2017 - Jan 2020
In my most recent role at Codemasters I was responsible for the overall design and creative direction for DIRT 5. My day-to-day responsibilities included systems design, technical design, player progression, user experience flows, wireframing, mentoring and leadership, strategic and team planning, and general product ownership of several large-scale features.
-
-
Game Director (Contract)
-
Aug 2016 - Sep 2017
I came to Codemasters for the opportunity to work on a brand new racing title right from the start. As Game Director I was responsible for the overall design and direction of the game, overseeing development across all disciplines, and liaising with key stakeholders and external partners. I had to bring together all of my experience across design and production to create not only a brand new game, but also the team required to develop it.
-
-
-
Slightly Mad Studios
-
United Kingdom
-
Computer Games
-
1 - 100 Employee
-
UX Specialist
-
Feb 2016 - Jul 2016
After taking some time out to work on my own projects I was offered a position at Slightly Mad Studios to design and implement the core user experience on Project CARS 2. This involved creating wireframes and mock-ups for all key areas of the game, developing an information architecture and associated interaction models, and finally implementing the user interface itself using a bespoke UI editor. After taking some time out to work on my own projects I was offered a position at Slightly Mad Studios to design and implement the core user experience on Project CARS 2. This involved creating wireframes and mock-ups for all key areas of the game, developing an information architecture and associated interaction models, and finally implementing the user interface itself using a bespoke UI editor.
-
-
-
Evolution Studios
-
Computer Games
-
1 - 100 Employee
-
Design Director
-
Mar 2011 - Apr 2015
My most recent position at Evolution Studios was as Design Director. I was responsible for the direction and application of design across multiple projects, as well as the scheduling and tracking of all design work using various agile methodologies. I worked directly with the project directors and production team to ensure that all features met our creative and technical goals, budget and time constraints, and delivered on all critical success factors.The last released project I worked on was DRIVECLUB for the PlayStation 4, where I lead a UX / UI team from concept to implementation. I was responsible for project managing the creative and technical process - including the architecture and design of the platform API, and the integration of web-based technologies into the game's framework alongside the Technical Director - as well as its implementation throughout production. Show less
-
-
Assistant Game Director
-
Mar 2008 - Mar 2011
-
-
Lead Designer
-
Oct 2004 - Mar 2008
-
-
Designer
-
Nov 2002 - Oct 2004
-
-
QA Tester
-
Feb 2001 - Nov 2002
-
-
-
Sony Interactive Entertainment
-
United States
-
Entertainment Providers
-
700 & Above Employee
-
Design Manager
-
Oct 2008 - Mar 2011
After Sony Computer Entertainment purchased Evolution Studios in 2007, I became head of design for SCEE's North West Studio Group, which included Evolution Studios, Studio Liverpool, and BigBig Studios. This involved overall creative and technical design direction for the studios' many and varied projects, as well as day-to-day management and scheduling of the design teams, and staff development. Working alongside the head of HR, I was instrumental in implementing change within the grading structure of the development teams, defining job families and non-linear career progression, whilst incorporating regularly-scheduled reviews with measurable outcomes and staff training. Show less
-
-
-
Codemasters
-
United Kingdom
-
Computer Games
-
300 - 400 Employee
-
Level Designer
-
Sep 2000 - Feb 2001
After graduating from university I took up a position at Codemasters as a Level Designer. I was responsible for creating 3D environments for the game Colin McRae Rally 2.0 using bespoke level creation software. Towards the end of my employment I was tasked with prototyping more advanced environments for Colin McRae Rally 3 due to my expertise with the software. After graduating from university I took up a position at Codemasters as a Level Designer. I was responsible for creating 3D environments for the game Colin McRae Rally 2.0 using bespoke level creation software. Towards the end of my employment I was tasked with prototyping more advanced environments for Colin McRae Rally 3 due to my expertise with the software.
-
-
-
Bizarre Creations
-
Computer Games
-
1 - 100 Employee
-
QA Tester
-
Feb 2000 - May 2000
During my time at university I gained a temporary position at Bizarre Creations as a QA Tester, where I was responsible for ensuring that all checked-in features were built to spec and bug-free. I created test cases for each feature and pass criteria for all milestone deliverables, working with each team member to ensure that all goals were met. During my time at university I gained a temporary position at Bizarre Creations as a QA Tester, where I was responsible for ensuring that all checked-in features were built to spec and bug-free. I created test cases for each feature and pass criteria for all milestone deliverables, working with each team member to ensure that all goals were met.
-
-
Education
-
The Liverpool Institute for Performing Arts
Bachelor of Arts - BA (Hons), Sound Technology -
Priestley College
High School, 3x A Levels -
St. Gregory's R.C. High School
High School, 9x GCSEs