Sean Taylor

BAFTA-winning product producer
Experienced project wrangler
Strategic problem solver
Agile coach
Published author

Hello there! I’m Sean. I work with teams to deliver exceptional digital products and services.

About me

I’m an award-winning interactive producer with more than 15 years experience in planning, producing and delivering games and interactive entertainment products and services across web, mobile, television, console, cloud, and social networks.

Notable products include Crackdown 3, Quarrel, Denki Blocks!, Moshi Monsters, and Grand Theft Auto.

Notable clients include Microsoft, Sky Television, V&A Museum, DreamWorks, Fox Broadcasting Company, Lucasfilm, Reebok, Square-Enix, Penguin Books, and LEGO.

Notable achievements:

How I Work

I add value to teams by:

  • Leading
  • Serving
  • Simplifying complexity
  • Building fast feedback loops
  • Making things happen

My guiding principles are:

  • Context is vital, nothing exists in a vacuum.
  • Value people over process.
  • Good processes are verbs, bad processes are nouns.
  • Think big, start small, move fast.
  • Only go as fast as you can learn.
  • Use a compass not a map. Adaptive orientation trumps prescrition and prediction.
  • Always be testing: products die in the dark.

The type of outputs and outcomes I create are:

  • Dynamic strategic roadmaps
  • Resilient project development frameworks
  • Contextual agile leadership
  • Investor-ready project prototypes
  • Award-winning digital products and services


Freelance Interactive Producer


A solo consultancy providing strategic design and project management services. Clients include education technology startups, game development studios, higher education institutions, and multinational organisations.

July 2015 - Present

Executive Producer

As Executive Producer, my remit was to: execute Denki’s creative and commercial strategies; develop and manage agile roadmaps; lead, coach and facilitate high-performing development teams; manage client relationships; develop and manage QA processes; manage development budgets; iterate internal agile development methodologies and processes. Clients included Square-Enix, Mind Candy, and Turbulenz.

October 2008 - July 2015

Product Manager

Responsible for the design, project management, quality assurance, delivery, and growth of branded and original content for the Digital Interactive Television market. Clients included Sky Television, DirecTV, DreamWorks, Cartoon Network, Mattel, and LEGO.

August 2006 - October 2008

Mobile Producer

DC Studios

Responsible for the design, project management, delivery and live performance of branded and original games for the mobile market. Clients include Lucasfilm, THQ Wireless, and Fox Broadcasting.

February 2005 - July 2006

Interactive Producer


Responsible for the design, project management, and delivery of interactive marketing campaigns. Clients include 3M, Reebok, and Heineken International.

January 2001 - February 2005

Game Designer

Responsible for the concept, level and character design of AAA video games. Credits include Tanktics (Interplay), and Grand Theft Auto 2 (Rockstar Games).

March 1998 - May 2000

QA Tester

Responsible for the QA and UX testing of AAA video games. Credits include Grand Theft Auto (BMG Interactive) and Body Harvest (Midway Entertainment.).

August 1996 - February 2000


  • British Academy Scotland Award (BAFTA, November 2011)
    Winner, Best Game, Quarrel.
  • BAFTA Video Games Award (BAFTA, February 2012)
    Nominee, Best Mobile & Handheld Game, Quarrel.
  • TIGA Games Industry Awards (TIGA, January 2007)
    Winner, Best Developer, Denki.
  • TIGA Games Industry Awards (TIGA February 2012)
    Winner, Best Serious Game, Quarrel.
  • TIGA Games Industry Awards (TIGA February 2012)
    Winner, Best Social Game, Quarrel.

Say hello

I'm helping good people deliver great digital experiences. Meaningful digital experiences. Playful digital experiences. Punk digital experiences.

Here's what I'm up to right now...

  • Freelancing as an interactive producer.
  • Building PlayHaus, a strategic skunkworks for the games industry.
  • Promoting my first book, Punk Playthings: Provocations for 21st Century Game Makers.
  • Writing my second book, Punk Patronage: Game Prototyping for Fun and Funding.
  • Starting up Placid House Party, a band that makes playful experiences for the slow web.

I’m always looking to grab coffee with interesting people so get in touch: