Wayne Imlach

Level:
Lead

Open to:
Revenue share Permanent position Freelance

Available from:
Nov 13, 2026

Hours/week:
40

Location:
Dublin
Leinster
Ireland

Website:
https://wimlach.weebly.com/

Links:

Wayne Imlach

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Game Designer, Director, Voice of Sanity.

Design Director Lead Game Designer Systems Designer

Skills: Game Analysis Game Design Scripting System Design UI/UX Design

Senior Game Designer & UX Specialist with 30+ years of cross‑platform experience. Expert in gameplay, UI/UX systems, player‑journey, prototyping and documentation. Proven ability to innovate, diagnose, streamline and deliver exceptional game experiences.

Wayne Imlach

Summary

Senior Game Designer & UX Specialist with 30+ years of cross‑platform experience 
(console, PC, mobile, igaming).

Expert in gameplay, UI/UX systems, player‑journey optimisation, prototyping and documentation.

Proven ability to innovate in design or diagnose existing issues, streamline development pipelines and deliver engaging, exceptional game experiences.

Skills

• Game Design
• Documentation
• UI/UX Design
• Prototyping
• Player Journey
• Scripting
• Level Design
• Product Strategy
• Team Leadership

Tech

• Unity
• Construct
• Game Maker
• Jira
• Confluence
• Notion
• Microsoft Teams
• Affinity Suite
• Figma

Achievements

Redesigned core systems for Wipeout 3, contributing to its BAFTA win for Game Design.

Designed all gameplay and levels for Startopia, shortlisted for BAFTA Game of the Year.

Built design pipelines for multiple studios including Casumo, Odobo, & Ingenuity Gaming.

Designed game & math concept for Gourmet Ranch Riches, Odobo’s top performing title.

Gameography

PC/Console
• Theme Hospital (Bullfrog)
• Stunt Dudes* (Psygnosis)
• Retro Force (Psygnosis)
• Wipeout 3 (Psygnosis)
• Startopia (Muckyfoot)
• Spyhunter 2 (Angel Studios)
• Black Hawk Down (Climax)
• The Final Option* (Climax)
• Arsene Bomber Cosmic (Jam.gg)
• Pawker (Jam.gg)
• Maker Party* (Jam.gg)
• Tomo: Endless Blue* (Onibi)

Mobile
• Pool of Radiance Mobile* (TKO)
• Operation Flashpoint Mobile* (TKO)
• Bejeweled Mobile* (Popcap)
• Chuzzle Mobile (Popcap)
• Bookworm Mobile (Popcap)
• Peggle Mobile (Popcap)
• Bejeweled Twist Mobile (Popcap)
• Zuma’s Revenge Mobile (Popcap)
• Bubble Dreams (SuperFunPlay)
• Apeshot (SuperFunPlay)

iGaming
• The Oddventurers (Odobo)
• Extinction (Odobo)
• Gourmet Ranch Riches (Odobo)
• Independence Pay (Odobo)
• Grand Roulette* (Odobo)
• Elemental Forces* (Odobo)
• Adventure Cab (Casumo)
• Planet Moto Racers* (Casumo)
• Call of Kora (Casumo)
• Beaky Bandits* (Ingenuity Gaming)
• Wolf Game* (Ingenuity Gaming)
• Slingo Game* (Ingenuity Gaming) 
• Generative AI Tools

* Denotes Unreleased

Contemporary Experience (2010-2025)

Ingenuity Gaming - Senior Product Designer
• Designed a scalable UI/UX system to streamline development across internal projects.
• Established a common internal design documentation format.
• Provided design leadership and mentorship for a newly formed design department. 
• Delivered full design specs for three igaming titles.

Spooky Doorway - Design Support
• Redesigned and documented the investigative interface for ‘The Séance of Blake Manor’.

Onibi - Principal Game Designer
• Developed and maintained the full game design spec of ‘Tomo: Endless Blue’. 
• Created unified and integrated UI systems using an intuitive, common design language. 
• Collaborated with all disciplines to ensure tech feasibility and maintain realistic schedules.

Jam/Piepacker - Principal Game Designer
• Designed several internal game projects (Arsene Bomber Cosmic, Pawker, Maker Party).
• Supported external teams with design insight and feedback for efficient project delivery.

Lightneer - Senior Game Designer
• Provided game design support for internal and external development teams. 
• Created around 30 HyperCasual concepts, taking 8 to prototype stage. 
• Evolved an existing successful HyperCasual title into a HybridCasual variant. 
• Delved into all aspects (design, analytics, marketing) of hyper/hybrid game development.

Pictagor - Game Designer
• Design support for ‘Crypto: Against All Odds’ - level scripting, game balance and UI.

Fluttermind - Pixel Art & Game Design Support
• Created sprites for characters and creatures in the indie RPG ‘Moonring’.
• General game design feedback, support and systems refinement. 

Tall Team - Senior Game Designer
• Game balance, systems and UI design and refinement for ‘Investor Island’.

Casumo - Senior Game Designer
• Instrumental in setting up an internal game development team within Casumo.
• Designed several casino game titles for their internal portfolio.
• Worked on-site with teams in Gibraltar, Malta and Barcelona.

Odobo - Senior Game Designer
• First hire into their internal game development department.
• Researched all aspects of video slot development - psychology, mathematics and design.
• Designed several titles, most notably ‘Gourmet Ranch Riches’ (top performing game).

SuperFunPlay - Game Designer/Director 
• Formed a small hobby startup with three  previous colleagues.
• Released two mobile projects - ‘Bubble Dreams’ and ‘Apeshot’.

Legacy Experience (1995-2010)

Lionhead - Game Designer 
• Designed a 'social network' game project in support of the 'Milo & Kate' console title.

Popcap Games - Game Designer/Producer
• Game design and project management for all mobile titles.
• Founding member of the Dublin team.

TKO Software - Game Designer   
• Designed and documented all projects for mobile.
• Created levels and mission content using in-house editing and scripting tools.

Climax - Lead Game Designer 
• Analysed PC version of Blackhawk Down and designed console conversion.
• Lead designer of ‘The Final Option’, managing a small team of designers.
• Provided concept proposals for other potential projects within the Climax group. 

Angel Studios - Game Designer/Director of Game Design 
• Lead on Spyhunter 2 for Midway, leveraging existing tech and art style in the design.
• Held the role of acting Game Design Director after the former left the studio. 

Muckyfoot Productions - Game Designer  
• Lead design on Startopia, including scripting levels, game dialogue and manual.
• Startopia’ was shortlisted for the BAFTA game of the year award in 2001.

Psygnosis - Game Designer
• Lead designer on Retro Force, managing a small team of 3 designers.
• Lead designer on Wipeout 3, managing a small team of 3 designers.
• Redesigned and rebalanced all basic elements of the game
• ‘Wipeout 3’ won the 1999 BAFTA award for Game Design.

Bullfrog - Lead Tester/Level Designer/Assistant Producer 
• Joined Bullfrog at the entry level of games tester, providing insight into the QA process. 
• Moved to lead tester on Theme Hospital, eventually taking the role of designer. 
• Promoted to associate producer aiding in all aspects of game dev and support