Tadhg Kelly

Tadhg is a senior video game designer, producer and creative director.

Tadhg has held roles at various video game development, technology and publishing companies. Since the early 90s, Tadhg has worked on all sorts of game projects, from boardgames and live action roleplaying games through to multi-million dollar PC projects. He has served as lead designer, senior producer and a number of other roles at several companies including BSkyB, Lionhead and Climax.

Tadhg is also a published games industry commentator, having been featured in several key industry publications. He is also a noted blogger.

Tadhg spends his time working with Simple Lifeforms defining our vision for social game-play, designing our signature social games and consulting for various video game development companies on their game development and design strategies.

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Latest from Tadhg Kelly

  • Are Games Really That Persuasive?

    Are Games Really That Persuasive?

    Beyond the levels, badges, reward points and promised engagement increases, there are many behaviourist game designers who see games as persuasive tools for social change. They see a very wide range of possible benefits from games, such as education, health and awareness of social or political issues and so they want to use games to persuade players. Do they really work though? Read More

  • Get Your Ass To Metro (Windows 8)

    Get Your Ass To Metro (Windows 8)

    Love it or hate it, Windows 8 is a big deal and it's only going to get bigger. Particularly the Metro side. The Windows Store will bring app store economics to the PC in a way that most users have never experienced before, and that represents a golden opportunity for developers. However they will have to move incredibly quickly to get ahead of the rush. Read More

  • Tablet First, Mobile Second.

    Tablet First, Mobile Second.

    Developers tend to think "mobile first, tablet second" because tablets seem like stretched out mobile devices, and mobiles tend to have much higher install bases. The devs reason that if they design for mobile first and then stretch to fit tablet then that's probably sufficient. Not so much. Read More

  • Is Your Game Crowd-Ready?

    Is Your Game Crowd-Ready?

    Several people have contacted me and asked whether such-and-such a game would work with crowdfunding, or whole sectors. Could educational games benefit from crowdfunding, for example. Or what about game-like projects, or gaming hardware innovations? The answers to these questions have little to do with the product itself. They are driven by what I call marketing stories. Read More

  • The San Francisco Games Revolution Is Over

    The San Francisco Games Revolution Is Over

    The Bay Area is the epicentre of a massive disruption which shook the games industry to its foundation. It erupted through what we call social and mobile games, drew huge audiences and changed the fundamental economics of games and introduced a whole new language of play. It even went beyond games into what we now call gamification. I call it the San Francisco Revolution. And I think it's over. Read More

  • Not Safe. Why Mobile Social Games Are Just As Vulnerable As Zynga

    Not Safe. Why Mobile Social Games Are Just As Vulnerable As Zynga

    Editor’s note: Tadhg Kelly is a game designer with 20 years experience. Zynga's misery continues, yet mobile seems a little rosier. Games using broadly the same game design as many of the successful Facebook types are often at the top of the charts. People ask me whether these new games are examples of generation-two. Are they new, safe, the new frontier? Answer: Nope. Read More

  • Games Are A Difficult Investment Proposition, But Crowdfunding Could Change That

    Games Are A Difficult Investment Proposition, But Crowdfunding Could Change That

    Game startups have long struggled to find funding (especially in Europe) because of a tension between being perceived to be hit-driven (like movies) while actually needing to be funded like technology companies. However this year, crowdfunding has changed much about how we think of games and their fans, and hopefully will help us find a better way. Read More

  • The Free-To-Play Storm and the Freecore Gamer

    The Free-To-Play Storm and the Freecore Gamer

    Editor’s Note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of the leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here. The really big change that social games brought about was proving that the Asian model of monetising games through virtual goods and other free-to-play… Read More

  • The Verbal Elegance Of Apple And Nintendo

    The Verbal Elegance Of Apple And Nintendo

    Editor’s Note: Tadhg Kelly is a game designer with 20 years experience. He is the creator of the leading game design blog What Games Are, and consults for many companies on game design and development. You can follow him on Twitter here. Companies often shout in the games industry. They yell with videos, music, press events with booth babes and the monster that is E3. They hustle and go… Read More

  • We Have All Become Parallel Gamers

    We Have All Become Parallel Gamers

    If you really want to become a hated figure in GamerVille, predict the doom of single player games. This is territory that Frank Gibeau from Electronic Arts inadvertently strayed into this week when he declared that he now only commissions games that connect to the cloud. The gaming press in general read this as EA saying it would no longer make single player games like Mass Effect, and went… Read More