Taylor
Wright
UX & Product Design
Work
About

I am a UX & Product Designer in Edinburgh, Scotland,
currently open to hybrid and remote work.
I design intuitive systems that cover everything from creative play to complex tools. With a background in design & development, I’ve worked in tech since 1999 and games since 2010.
My experience spans games (Grand Theft Auto V, Red Dead Redemption 2, Disco Elysium), creative tools (Godot Engine, Adobe’s Substance Designer), internal systems (NDA), and a past in agency work.
Originally from California ๐บ๐ธ, Iโve been living in Europe since 2019, first in Amsterdam ๐ณ๐ฑ, then Lyon ๐ซ๐ท, before settling down in Edinburgh ๐ด๓ ง๓ ข๓ ณ๓ ฃ๓ ด๓ ฟ.
CV
Skills
- End-to-end UX and Product Design, from concept, planning, and research through to production and release.
- Strengths in prototyping, user research, accessibility, information architecture, visual design, typography, and motion.
- Able to build and lead teams, facilitate workshops, and plan and manage Agile workflows for cross-discipline teams.
- Comfortable working as an individual contributor (IC), taking direction, and supporting team goals and vision.
- Quick to learn new tools and workflows, with experience in
Figma, Adobe CC, Unreal, Unity, web dev, and in-house tools.
Worked on
Tech
- Substance Designer (Adobe)
- Substance Painter (Adobe)
- Godot 4.0 (Open Source Game Engine)
- RAGE (Rockstar Advanced Game Engine)
- Decima Engine (Guerrilla Games Game Engine)
- FELD (ZA/UM’s Narrative Design Tool)
Games
- Grand Theft Auto V
- Red Dead Redemption 2
- Heroes of the Storm
- Disco Elysium: the Final Cut
- Horizon Forbidden West
- King of Meat
Education
California College of the Arts
2001 – 2005
Graphic Design
Bachelor Of Fine Arts
UC Berkley Extension
2007 – 2008
Computer Programming
Mira Costa College
1999 – 2001
Internet & Multimedia
Digital Print Publishing
Notable Extras
Godot
(open source game engine)
2022
Designed the Color Picker for Godot 4.0.
Game Usability
(Second Edition)
2022
Co-authored chapter about esports and UX Design.
University of Maryland
2020
Guest Lecturer on UI/UX in Game Design & Development.
Esports Team Manager
2016
Blizzard-appointed manager for BlizzCon, embedded with top esports teams and coordinating event logistics.
Work
FREELANCE & CONSULTING
Expert UX & Product Designer
Edinburgh, UK
1999 – Present
Raw Power Games
Principal UX Designer
(SENIOR TITLE, CONTRACT)
Copenhagen, DK
(remote)
2023 – 2025
Adobe
(Substance 3d)
Senior Staff Product Designer
(Contract)
Lyon, FR
(Hybrid)
2022 – 2023
Glowmade
Principal UX Designer
(Contract)
Guildford, UK
(Remote)
2022
King of Meat
(PC, SWITCH, XBOX, PLAYSTATION)
ZA/UM
Principal UX Designer
(Contract)
Brighton, UK
(Remote)
2021 – 2022
Disco Elysium: The Final Cut
(PC, SWITCH, XBOX, PLAYSTATION, STADIA)
Y12
(UNANNOUNCED NARRATIVE RPG)
FELD
(INTERNAL NARRATIVE DESIGN TOOL)
Force Field VR
Principal UX Designer
(Contract)
Amsterdam, NL
(Hybrid)
2020 – 2021
Guerrilla Games
Senior UX Designer
(Contract)
Amsterdam, NL
2019 – 2020
Horizon Forbidden West
(PLAYSTATION, PC)
Wave VR
Senior UX Designer
(Contract)
Austin, TX, US
2018
Blizzard Entertainment
UX Designer
Irvine, CA, US
2015 – 2017
Heroes of the Storm
(PC)
rOCKSTAR gAMES
UI Programmer
San Diego, CA, US
2011 – 2015
Grand Theft Auto V
(PC, PLAYSTATION, XBOX)
Red Dead Redemption 2
(PC, PLAYSTATION, XBOX, STADIA)
eLECTRONIC aRTS
(pogo)
UI Designer
Redwood Shores, CA, US
2010 – 2011
iDLE gAMES
UI Developer
San Francisco, CA, US
2010
oDOPOD
UI Developer
San Francisco, CA, US
2006 – 2007











