Games Designer
GUY SARGENT
GAMES DESIGNER

Hello! I'm Guy, a student BAFTA nominated games designer, currently based near London, with experience in Unity development, FMOD and C# scripting.
I am a recent graduate from the National Film & Television School, where I created over 8 games. Whilst at the school I entered the UKIE game jam both years and won 1st place in 2019 and 2nd place in 2020.
Before heading into games I worked in Assistant Directing and Locations department for film and TV, from small scale television dramas and comedies, to big budget blockbusters like Justice League and Aladdin.
... as well as moonlighting as a Latin tutor.

CoVRt Operation
A goofy tongue-in-cheek interactive heist adventure, in VR!
Developed over the course of a year, I designed, programmed and co-wrote CoVRt Operation for my graduation project at the National Film & Television School.
It was nominated as just one of three final games at the student BAFTA 2021 awards.
Download and play the game yourself on any oculus hardware over at:
https://guysargent.itch.io/covrt-operation
For a full playthrough see below.
For further details about the game and the design process behind it:
For more detailed information on my other showcased work see below:

Network
Unity Developer
A meditative VR experience, in which the player journeys through a spiritual undergrowth, developed for the Quest 2.
As Unity Developer I was responsible for:
- implementing the game logic.
- programming the player's interaction using either hand-tracking (or the player's gaze for those unable or unwilling to use their hands).
- implementing external art and animation assets into the project and optimising them for the Quest 2.
- using FMOD to closely link the composer’s sounds and music to player interaction, for a satisfying and immersive musical experience.
- conducting playtests for the game during development with an emphasis on reducing motion sickness and ensuring accessibility.
Network will be availble online to download and play soon.
For a full video playthrough & notes on the game's design:

Scrambled
Designer, Programmer & Project Leader
A silly and hectic physics-based co-op party game, for 2-4 players. Get your giant egg to the finish line as fast as possible!
Awarded 2nd Place at the 2020 UKIE game jam.
Download and play it with friends here (requires a gamepad per player):
https://anchry.itch.io/scrambled
I was responsible for:
- coordinating the entire project and the other members’ roles within it
- the initial concept and overall design of the game.
- programming the movement and physics between each player and the egg for maximum chaotic fun!
For a a video playthrough & design notes :

Skylark
Co-Designer & Programmer
A sci-fi narrative puzzle game, about manipulating the environment and balancing electrical charges.
I was responsible for:
- the level design and puzzles for 3 of the 6 major areas that make up the game, and ensuring that all 6 fitted together seamlessly.
- designing and programming the workings of the gun and its resource management system, with which the player solves the game’s puzzles.
- ensuring that no possible player action could at any time break the zero-sum resource management system.
- using FMOD to implement the composer's score and ensure that it reacted dynamically to player actions.
- directing the game's voice actors during the recording session.
For more details on the game's design, as well as a full playthrough:

Extinction Crabellion
Designer & Programmer
A fun and frantic co-op party game, for 1-4 players. Race agaisnt time to sort the sealife from the refuse, before the sea is polluted beyond repair!
Awarded 1st Place at the 2019 UKIE game jam.
Download and play it with friends here (requires a gamepad per player):
https://teamwheelas.itch.io/extinction-crabellion
I was responsible for designing and programming many of the game's mechanics. specifically:
- the generation of items in relation to player count, time and score
- how up to 4 players grab and move the items
- the score system, the wave & end-game mechanics
For more details on the game's design and a video playthrough:

Grand Theft Nigel
Designer & Programmer
An interactive VR comedy. You play as Nigel, one part of an inept trio trying to rob a bank.
I was responsible for:
- developing unique and humorous physical interactions for the player to perform that would be impossible to implement in a 2D console game; including signalling, voice commands and headbutting!
- crafting the story along with a student screenwriter.
- directing the game's voice actors.
For more details on the game's design, and a full playthrough:

Robo - Redbeard's Treasure Hunt
Game Designer, Programmer & Co-Writer
An AR treasure hunting tablet app game for children. One player (i.e. a parent) hides AR tokens around the house and types in the clues to find them. Another (the child) has each clue read out to them by the eponymous robot once they have scanned the previous token and solved the corresponding AR puzzle.
I was responsible for:
- integrating google text-to-speech and modulating it to procedurally generate robotic pirate clues personalised to each game.
- developing simple puzzles suitable for children to solve one handed while holding the tablet up with the other.
- co-writing Robo-Redbeard's dialogue and directing his voice actor.
For more details on the game's design:

Colour Bash
Designer & Programmer
A brain addling top down multi-tasking arcade game. The player must use both hands simultaneously to manoeuvre two blocks in order to stop circles of the appropriate colour from hitting the centre for as long as possible.
Simple, frustrating and surprisingly addictive!
Click here to play in broswser and see for yourself: