Richard Lemarchand

Co-Founder

Santa Monica, California, United States34 yrs 1 mo experience
Highly Stable

Key Highlights

  • Lead designer for the acclaimed Uncharted series.
  • Published author on game project management.
  • Tenured professor shaping future game designers.
Stackforce AI infers this person is a Video Game Development expert with extensive design and production experience.

Contact

Skills

Core Skills

Game DesignVideo Game Development

Other Skills

Level DesignGameplayProduction ManagementTheoretical PhysicsPhilosophy of MindPhilosophy Of ScienceMathematical PhysicsProductionComputer GamesGame DevelopmentAnimation3DGame MechanicsProduction ManagmentWorld Building

About

I'm a game designer, professor, and writer with a lot of hands-on videogame design and production experience. I was a lead game designer at Naughty Dog, where I helped to create and build the 'Uncharted' series, and I helped create the 'Gex' and 'Soul Reaver' series at Crystal Dynamics. I have a focus on people-oriented design and development methods, and I love videogames as a powerful cultural form with great untapped potential. I'm the author of 'A Playful Production Process, for Game Designers (and Everyone),' published by MIT Press in October 2021. The book is a professional handbook and textbook about the game project management approach we use in the USC Games program, which helps people to create excellent games without crunch. My specialties are: character-action game design; video game production; experimental game design; vision-keeping; mechanics, layout and story origination; communication facilitation; tools pipeline development; Agile development; concentric development; virtual reality; interactive art; participatory theater. Profile illustration by Jebby Zhang https://www.linkedin.com/in/jebby-zhang/

Experience

Usc school of cinematic arts

Professor of Cinematic Arts, USC Games

Dec 2024Present · 1 yr 4 mos · Los Angeles, California, United States · On-site

  • I'm very happy and honored to announce that I have been promoted to the rank of tenured full Professor of Cinematic Arts. I continue to teach game design, development, production, storytelling, and more to the talented students of the USC Games program, a joint program and collaboration between the USC School of Cinematic Arts and the USC Viterbi School of Engineering.

University of southern california, school of cinematic arts

3 roles

Associate Chair, Interactive Media & Games Division

Oct 2015May 2018 · 2 yrs 7 mos

  • In October of 2015 I was honored to be appointed Associate Chair of the Interactive Media & Games Division of USC's School of Cinematic Arts. I completed my term as Associate Chair in May of 2018, passing the baton to Jane Pinckard.

Associate Professor, Interactive Media & Games Division

Promoted

May 2013Dec 2024 · 11 yrs 7 mos

  • I am extremely honored to have been made a tenured Associate Professor in the Interactive Media and Games Division of USC's School of Cinematic Arts. I will continue to teach game design, development and production to graduates and undergraduates (as well as the occasional PhD candidate from USC's great iMAP program!) and I am continuing work on a series of experimental games as part of a research project.
  • I could not be more delighted to have been honored with tenure by the Provosts of USC, and I am very grateful for the wonderful support and encouragement I've received from my amazing colleagues among the faculty of the School of Cinematic Arts, and from across the university. I'm looking forward to a long career at USC, helping to forge new possibilities for games and interactive media.

Visiting Associate Professor, Interactive Media Division

May 2012May 2013 · 1 yr

  • I am very excited to be joining the talented faculty and students of the Interactive Media Division of USC's School of Cinematic Arts as a Visiting Associate Professor. I teach game design to both graduates and undergraduates, and am beginning work on a series of experimental games as part of a research project.
  • I'm thrilled to be moving into this role, and I'm looking forward to helping a new generation of game designers embrace the craft of game making, while also taking my own design practice in some new directions.

Naughty dog

4 roles

Lead Game Designer

Nov 2009Apr 2012 · 2 yrs 5 mos

  • My job title was Lead Game Designer for this phase of my work at Naughty Dog, and I was Co-Lead Game Designer, alongside Jacob Minkoff, on the third game in Naughty Dog's flagship Sony PlayStation game series, Uncharted 3: Drake's Deception.
  • My duties included helping to manage Naughty Dog's amazing and talented design team, propagating the directors' game design vision across the whole development team, various aspects of systems design, and level design and implementation, including the London Underground level.
  • Our game was released worldwide at the beginning of November, 2011, and was another huge hit for Naughty Dog.
Game DesignLevel DesignGameplayProduction ManagementVideo Game Development

Co-Lead Game Designer

Jan 2008Oct 2009 · 1 yr 9 mos

  • I am excited to be leading the design of Uncharted 2: Among Thieves, alongside my friend and colleague Neil Druckmann. To make the organizational structure of the studio clearer I've adopted the job title of Co-Lead Game Designer.
Game DesignLevel DesignGameplayVideo Game Development

Game Director

Sep 2005Dec 2007 · 2 yrs 3 mos

  • For this interval I used the job title of Game Director at Naughty Dog, and took the functional role of Lead Game Designer for Naughty Dog's first PlayStation 3 project, 'Uncharted: Drake's Fortune'. In its first five months 'Uncharted' sold 1.4 million copies, and was a standout commercial and critical success. We were very pleased by the warm reception that the game received.
  • Uncharted: Drake's Fortune - 2007
Game DesignGameplayVideo Game Development

Lead Game Designer

Jun 2004Sep 2005 · 1 yr 3 mos

  • Naughty Dog, Inc. is a world-famous game development studio, renowned for its multi-million-selling titles 'Crash Bandicoot' and 'Jak and Daxter'. My role at NDI includes design origination, production coordination, gameplay tuning and implementation. I am deeply delighted and excited to be working with such a dynamic group of world-class games development talent, including many old friends. Naughty Dog, Inc. has been a wholly owned subsidiary of Sony Computer Entertainment America since 2001.
  • In October 2005 we shipped 'Jak X: Combat Racing', a turbo-charged, ballistic motor sport game set in the world of 'Jak and Daxter'. The game features 11 event types, 31 venues, an Adventure Mode with over 40 minutes of movie-quality animation and an Exhibition Mode with Naughty Dog's first online gameplay.
  • Jak X: Combat Racing (PlayStation 2) - 2005
  • Jak 3 (PlayStation 2) - 2004
Game DesignGameplayVideo Game Development

Crystal dynamics

Senior/Lead Game Designer

Jan 1995Jun 2004 · 9 yrs 5 mos

  • I worked for almost a decade at Crystal Dynamics, joining the studio soon after it was founded. I worked on a string of ground-breaking games alongside amazing people, and I gained a lot of experience as a hands-on, production-oriented designer. At Crystal Dynamics I developed my interests in innovative action-adventure gameplay, interactive storytelling, team leadership and tools pipeline development, learning an uncountable number of valuable lessons along the way.
  • It was during this time that I was introduced to the idea of 'concentric development' - the process of rapidly building out a game's asset footprint in order to better iterate the game design and make the production schedule clearer and more predictable.
  • Legacy of Kain: Defiance (PlayStation 2) - 2003
  • Legacy of Kain: Soul Reaver 2 (PlayStation 2) - 2001
  • Legacy of Kain: Soul Reaver (PlayStation) - 1999
  • Gex: Enter the Gecko (PlayStation) - 1998
  • Pandemonium (PlayStation) - 1996
  • Gex (3DO) - 1995
Game DesignGameplayProduction ManagementVideo Game Development

Microprose ltd.

Game Designer

Nov 1991Dec 1994 · 3 yrs 1 mo

  • I got my start in the games industry working at the UK division of legendary American developer MicroProse. I learned a tremendous amount from the experienced games-makers I worked alongside, and look back at this time in my career very fondly! I was the sole game designer on two published projects for the division's fledgling videogame development arm: Tinhead, a frenetic side-scrolling platform game/shoot-'em-up hybrid, and F-15 Strike Eagle II, the second-ever real-time 3D game for the Sega Genesis.
  • Tinhead (Sega Genesis) - 1993
  • F-15 Strike Eagle II (Sega Genesis) - 1993
Game DesignGameplayVideo Game Development

Education

University of Oxford

B.A. Hons — Physics and Philosophy

Oct 1987Jun 1990

University of Oxford

Bachelor of Arts - BA — Physics and Philosophy

Oct 1987Jun 1990

University of Oxford

B.A. Hons Physics and Philosophy — Physics and Philosophy

Jan 1987Jan 1990

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