Paul Glancey Portfolio

25 Years of Awesome Video Games
These are some of the games I have been privileged to contribute to.
Design Manager, Double 11 Ltd
2021-2024

In this studio role, I built and managed a team of 50 Designers working across several projects for co-dev clients such as Mojang, Bethesda and Paradox. These included Minecraft Dungeons, Fallout '76, Age of Empires IV, Rust Console Edition and Prison Architect 2.

Need For Speed Unbound, EA Games
Vehicle & VFX Producer

Developer: Criterion Games
Shipped: PS5, Xbox Series, PC in 2022
Metacritic: 77
After setting up the vehicle handling team, I was able to work with the VFX team to implement the striking new graffiti art style that allowed players to customise their racing experience like never before.

Battlefield 2042, EA Games
AI Producer

Developer: Criterion Games
Shipped: PS5, Xbox Series, PC in 2021
Metacritic: 68
A brief stint working with an AI team at DICE in Stockholm to develop, among other things, AI helper characters, including a robot dog, that supported the player during their online battles.

Battlefield V, EA Games
World Design and Art Producer

Developer: Criterion Games
Shipped: PS5, Xbox Series, PC in 2018
Metacritic: 81
Managed a large and experienced team of world designers and builders, working on Firestorm, Battlefield V's attempt at a Battle Royale-type multiplayer experience.

Star Wars Battlefront II, EA Games
UI Producer

Developer: Criterion Games
Shipped: PS4, Xbox One, PC in 2017
Metacritic: 68
Criterion developed the successful 'starfighter battles' element of this official Star Wars title. I worked with the UI team creating in-game HUDs and front-end menus that met the particular needs of this part of the game.

Watch_Dogs, UbiSoft
Lead Designer

Developer: UbiSoft Reflections
Shipped: PS4, PC in 2014
Metacritic: 80
Set up and led the Watch_Dogs Design team at Reflections in the UK, which worked on various side-mission and sub-game content, in conjunction with the principal team based in Montreal.

Split/Second Velocity, Disney
Franchise Design Director

Developer: UbiSoft Reflections
Shipped: PS3, Xbox 360, PC in 2011
Metacritic: 80
Took charge of the UI team on this driving action title, overseeing quality and workflow during the creation of game mode HUDs, maps and front-end menus.

Driver: San Francisco, UbiSoft
Associate Producer, UI Team

Developer: Black Rock Studio
Shipped: PS3, Xbox 360, PSP, PC in 2010
Metacritic: 84
Led a team of game mode, world and vehicle handling designers to create a blockbuster driving title in which the player had to demolish the environment in cinematic style, to re-route the track and win the race.

Burnout Paradise, EA Games
Producer

Developer: Criterion Games
Shipped: PS3, Xbox 360, PC in 2008
Metacritic: 88
Set up the original design for an open world environment that supported Burnout action-racing gameplay, then supported the Lead Designer and his team to evolve the concept and bring it to spectacular fruition.

Burnout Revenge, EA Games
Producer

Developer: Criterion Games
Shipped: PS2, Xbox, Xbox 360 in 2005
Metacritic: 90
Worked alongside the Game Director and his team of Designers to build on the success of Burnout 3: Takedown. We expanded the aggressive driving aspect of the game by including "Revenge" opponent tracking, the ability to use traffic as a weapon, and developed a larger Crash Mode.

Burnout 3 Takedown, EA Games
Creative Manager

Developer: Criterion Games
Shipped: PS2, Xbox in 2003
Metacritic: 94
Worked with a small, super-talented design and gameplay team to add an opponent-ramming mechanic to Burnout 2's racing-in-traffic action, and expanded on the previous game's Crash mode, with more depth and content. Burnout 3: Takedown won 3 BAFTAs, among many other industry awards, and received the highest Metacritic rating of any EA title in 2003.

Airblade, Sony/Namco
Creative Manager

Developer: Criterion Games
Shipped: PS2 in 2001
Metacritic: 70
An attempt at updating the Tony Hawk-style skating genre by adding an action-adventure setting and a hoverboard that allowed the player to perform incredible tricks. Supported the two-person Design team and learned a lot about game-making on my first development project