How did you get into writing in the games industry?
“I started out at a production company in the Midlands and then through that I got working with an animations company writing TV adverts, internet videos, and short form animation things. I then got a gig working for a trivia company creating a huge database of questions and bespoke quizzes for clients like 20th Century Fox, etc. Working with them allowed me to pivot to a studio in Brighton who were doing the Buzz! quiz games.
“From there I took on various freelance contracts, including on WoodWork Simulator, and PowerWash Simulator (PWS) for FuturLab, before PWS took off and they offered me a permanent gig!”

Did you always want to be a writer?
“Well, I wrote a novella when I was about 20, but it was a bit weird. Absolute nonsense but it did at least teach me to finish something! To be honest, I really wanted to be a guitarist when I was in my 20s, and the professional writing came later.
“There’s definitely the pressure to be very ‘heads down’ and focused on what you want to do from the get-go now, whereas in the generation before it felt like you could get away with using your 20s to just explore where the cosmos ends. It does impact your mortgage in later life, though.”
Did you write songs as well?
“Yeah, and I still do with my wife. Back in the day, it was more like electric, but now we just grab a couple of acoustic guitars and play around.
“My claim to fame is that I was the first pupil of Guthrie Govan, a world class jazz guitarist, and a member of Hans Zimmer’s band, etc. He was a classmate of my brother's, so it was just incredible luck. My claim to shame is that I spent most of those lessons getting him to transcribe terrible 80s metal riffs instead of learning how to play jazz. Basically, I had access to Doc's DeLorean and I used it to drive to Asda.
“But mostly I would just sit there and watch him because he was just so amazing. He made it look so effortless. Most geniuses are testaments to the extent of their dedication, but a rare few are born with it, and it’s almost an inevitability with them. He’s one of those.”

So how did you hear about FuturLab? What made you apply?
“The Brighton game scene is quite small, so if you're in the industry for a while you would have worked with somebody that's now working at a connected studio. I’d worked with various people from FuturLab at other studios before working at FuturLab.
“At the time, there weren’t many people focused on writing, so it was easier to get interviews and at least be given a chance. I was put forward for a writing test by at FuturLab by a colleague and luckily they liked what I wrote, so I got the gig.”
Did you always want to work in the game industry?
“Well, I always loved games, but thought it easier to write in other mediums, as games felt like was more of a closed shop, but managed to crowbar my way in. I remember being very young and making simple games on an Atari ST that my uncle had ‘found’ somewhere, and I do regret not keeping up with the programming side.”
What’s the process like for approaching a new project as a writer?
“For PowerWash Simulator, the world was already there when I joined the project, but you can help build the scenes and create a nice synergy between the world and the story. When design, art and story all meld together into one cohesive unit and they're all reinforcing each other, it's really exciting to be a part of.”
“Writing is so collaborative in games it’s not like if you’re writing a novel where it’s your sole vision. In games, you’re part of a team and often the story is led by design and making sure the game mechanics are fun and engaging. So, as far as writing is concerned, it could be some nice environment stuff, but most of the time it’s little messages that pop up in the corner that add a bit of whimsy.”
Do you ever feel any pressure because you're the only person at FuturLab with Writer in your job title?
“I'm the only person with the Writer title, but I’m not the only person who does the writing. On PowerWash Simulator everything goes back and forth between me and various people from the Design team who contribute loads to the writing and help develop the narrative. With some of the DLCs the whole Design team meet and huddle it out, creating the story thread for the whole thing. Then it becomes my job to put those ideas into words. But a lot of the design team have the key ideas behind everything.”
What's something that a lot of people might misunderstand about your role at FuturLab?
“A lot of people consider the writer to be the person who puts the words into the game, but I think the most important role of the writer is to maintain the universe of the game. If you can give players a sense of place that feels real and consistent then you’ve cracked it.”

What advice would you give to someone who's interested in getting into a writing or narrative role in gaming?
“There's so many things to say here. Firstly, I’d say find your voice. AI writing is only going to become more prevalent and if you can offer the market a genuine human voice then you’ve a better shot. Leaning into this, write what you know. Write about things you know authentically, whether that’s through your unique journey through life, or your depth of understanding of a particular genre.
“Try to find time to write regularly. Aim to delete it by the end of the session, so you don’t put pressure on yourself, then save it somewhere anyway. If it’s crap then then you’ve got it to look back on to see how far you’ve come, if it’s great then you’ve started a treasure trove.
“One thing that's important to realise that is that (unless you're Isaac Asimov or someone) your first draft is going to be rubbish. You literally have to get it out, and then you’ll find that you have all these exciting moments along the way. You get to the point where you can see that last paragraph is just absolute trash, but trust yourself that will get better. You just gradually learn and refine it as you go on.
“In a games industry respect, just get in there. I didn’t join games and start writing stories straight away, so just find your way in and then get to know whoever’s doing the thing you want to be doing. Express your interest in that and then move around until you find the role you want.”
How much writing do you do outside of work?
“It kind of like it comes and goes. But I've written a few speculative screenplays with people and I've started writing a novel, so we’ll see how that turns out.”
What's your favourite thing about working at FuturLab?
“FuturLab is a really special team. Everybody is just absolutely lovely and so project focused, it’s a real joy. I feel like the output matches the input and what’s really special about FuturLab is that the company culture matches the soothing games focus. We have a great People team and everyone is just so approachable and lovely. Everything is consistent with a company that makes soothing games, even at a time filled with deadlines, bugs, fires and that kind of stuff. But that’s games development, and it’s never going to be without its friction points, but hopefully everybody feels like they’ve added themselves to the project and they’re represented by it.
“All the wellbeing stuff is just delightful, with all the daily prompts that people can just opt-in or out of and I think those things are so important to a remote first studio. I just love that FuturLab matches how we present ourselves.”

Mark in a previous role as a bus driver
If you weren't doing your current role at FuturLab, what do you think you'd be doing?
“There's plenty of things I'd be interested in doing, but whether I could actually do them is another matter. I think PowerWash Simulator is definitely my sweet spot in terms of the humour and whimsy of it all. It feels joyful and like something I can contribute to the company. Outside of games I’m always up for driving a bus. I’d need a CPC refresher though, and they’re £30 a pop.”
What's something about you that not many people at FuturLab know?
"I used to look exactly like the Burger King, but when I tweeted them to ask if they were interested in auditioning me for any real-life BK opportunities they didn't reply. It might have been the caveat that I asked for a hench flesh suit to pull off the look. Also, I once found a paprika pringle that looked just like snooker legend, Steve Davis. Unfortunately, it was before smartphones, but I did a mock up.”


The Burger King (Mark?) (left)
Steve Davis Pringle mock up (right)
What's your favourite game of all time?
“That’s a really tricky thing. Nostalgia wise, Bruce Lee, without question – incredible game. I’ll never forget the heartrending, melancholic yell of the Green Yamo. Writing-wise, maybe Disco Elysium, just absolutely phenomenal.
“The most treasured game for me is probably Rock Band. At Christmas time when all the family would descend with nieces and nephews and we would all play Rock Band together. I have so many special memories playing that game and just so many hours of family joy.”
Thank you Mark for sharing this with us! More FuturLab Features will be coming soon. To keep up to date with the latest FuturLab game and studio news, please subscribe to our newsletter.
