Formerly the creative director on blockbuster interactive franchises James Bond, The Godfather and Tomb Raider, Phil Campbell has been designing interactive entertainment for over 20 years - as an architect, writer, game creator and freelance designer under the suitably mysterious banner of “The Design Engine” - and the rather more direct “Phil Campbell Design”. Now Phil is the co-founder of “Inlifesize”, a company dedicated to “Creating Digital experiences that matter to your REAL life...”
Phil specializes in “kick-starting the design process”, using a unique visual methodology to create and develop ideas. Working directly with companies such as Lego, Electronic Arts, Sega, Marvel, Paramount, Sony and MTV - and entertainment icons like David Bowie and Marlon Brando - Phil has created concept and game designs on everything from entire buildings to smart phones. Many of Phil’s award-winning designs and scripts can be experienced on multiple generations of consoles and hand-helds, online, on your phone and your laptop.
Recent work includes new iterations of EA/Maxis favorites The Sims and Spore; writing dialogue for Marvel’s Iron Man and Thor; creating new games based on family favorites Nancy Drew, the Hardy Boys and Snoopy; and developing a new generation of smart phone and iPad games with Glu Mobile.
As Creative Director for Electronic Arts (ERTS) from 2001 to 2006, Phil led the design for the James Bond franchise, with two successful projects - Agent Under Fire and Everything or Nothing - shipping worldwide on multiple platforms. He was Creative Director on EA’s blockbuster title The Godfather and was responsible for creating the interactive script and story, mission designs, world maps, ‘playground’ building designs, the racket system, new characters and the in-game cinematic sequences. Phil wrote the dialogue for the game, and worked with Marlon Brando, James Caan and Robert Duvall to bring their famous roles to life once more.
Following a successful collaboration with rock legend David Bowie on Omikron: The Nomad Soul, in 2000 Phil co-founded the San Francisco studio of Quantic Dream, using venture capital investment to create a new vision for gaming – episodic, interactive content for broadband. This concept became the revolutionary “interactive fiction” game Indigo Prophecy (aka Fahrenheit). In 2009 Phil returned to Quantic Dream to write the english adaptation of IGN’s PS3 game of the year - Heavy Rain.
From 1996-2000, Phil was Senior Designer for leading publisher Eidos Interactive (EIDSY). He created the “Tomb Raider Gold” franchise for the PC platform, selling over 3 million units worldwide. As project leader, Philip created, wrote and designed Tomb Raider: Unfinished Business, Tomb Raider: Golden Mask and Tomb Raider: The Lost Artifact. The critical success and popularity of these titles marked a defining involvement in the growth of the Tomb Raider franchise in the US, as Phil created many diverse and unique aspects of the ‘world’ of Lara Croft. These included writing personality-defining dialogue for Lara’s first web presence, scripting for the first comic book release by Top Cow Comics, collaborating with renowned author Douglas Coupland on Lara’s Book, and conceptualizing the release of the TR Editing Tools.
Phil is also a qualified Architect and holds a Masters Degree in Architecture from Oxford Brookes University, United Kingdom. His most notable works include the design of Legoland in Windsor, England, the Mezzanine at Tom Bradley International Terminal, LAX and the Michelin-starred Ramore Restaurant in Northern Ireland. He is the author of a little-known volume of poetry entitled Chasm of Cries – A Library of Screams and Papery Moans. His mother thought it was “Quite good...”