JAMES BOND Creative Direction

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So, you’re here because you want to find out about my contribution to the Bond legacy? Well, that’s fair enough. You’ve come to the right place.


image I joined EA as Creative Director on James Bond: Agent Under Fire. The title shipped in 2001 for the Playstation 2, Xbox and Gamecube. EA had approached me initially because they’d seen my work for Tomb Raider, and my suave and debonair style reminded them of a certain famous British spy (hint: not Austin Powers). I worked with EA as Creative Director on James Bond: Everything or Nothing and as a Concept Designer on James Bond: Nightfire (2001).

I was the creative director on “007: Everything or Nothing” when we finally switched Bond from 1st-person to 3rd-person, and I ended up designing 3 completly different versions of the game for three successive executive producers. The image on the right was from the 2nd iteration of the EoN design - Fire, Ice and Water…

Crazy Whiteboard Concepting…


Designed and drawn in a day, my initial concept for EoN appeared on one of the studio whiteboards. I just took a flyer on the design and created a concept based on a classic Bond adventure, complete with pre-credit sequence and plenty of car-chases. A sample of this original story can be found in the ‘Story’ section…

You can see one of the panels which started it all below. The markers give you an idea of scale.

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...and here’s a breakdown of the whole thing…This format was really useful for getting feedback and created a ‘focus totem’ for us to collaborate around…

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A random look at the final game

Here’s a random web video of “Everything or Nothing.” Kids, you’re supposed to play games, not watch them on YouTube! Whatever next?