Creative Director & Design Manager

Joe
Mares

20 Years Defining Creative Vision & Building Design Teams

Creative leader with 20+ years guiding game design vision from concept to live operation. I define creative foundations, align design across art, engineering, sound, and production - and ship polished player experiences on schedule.

20+ Years in Industry
30+ Countries Deployed
8 Industry Awards Won
5 Platforms Shipped
Joe Mares

I Ask One Question:
What Makes It Fun?

I've been obsessed with that question for over 20 years. Not fun as a feeling - fun as a system with four repeatable steps: Resonate. Engage. Create Tension. Discovery. That framework is the through-line of everything I've shipped - from mobile F2P to VR haunted attractions to Alexa-powered board games. I even wrote the book on it, literally: Blueprint for Fun.

I've named games, directed attractions, managed design orgs, shipped licensed titles, and prototyped in basements. I've worked with Nolan Bushnell, Universal, Nickelodeon, Hasbro, and a lot of teams just trying to make something people love. What I keep coming back to is that the best experiences - the ones that stick - aren't accidents. They're designed.

People tell me I create environments where the best idea wins, not the loudest voice. That I ask the right questions before picking up a tool. That I invest in people the way I invest in product. I think that's what 20 years actually teaches you - that fun is a team sport.

"Joe does what few people try - he poses the question, 'What makes something fun?' and the resulting deconstruction enables him to create successful experiences time and time again."

Lira Samanta - Program Manager

"Companies hire entire people-ops teams to do what Joe naturally accomplishes on his own... He understands that people do their best creative work when they feel supported, safe, and challenged."

Emily Brout - Narrative Designer

"Joe Mares is not just a manager; he's a mentor who invests in the growth and success of his team members... I am grateful for the invaluable experiences and mentorship he's provided that have shaped my career in meaningful ways."

Trace Hagan - Product Designer
Mentorship
Mentor - [P1] Games
2024 - Present. Supporting emerging game designers and developers.
Mentor - Women in Games International
2014 - 2015. Career guidance and design feedback for women entering the industry.
Mentor - Game Gen
2016. Helping early-career designers break into the industry.
Blueprint for Fun by Joseph Mares

The Book on
What Fun Actually Is

Most designers talk about making things fun. Few can explain what fun actually is. Blueprint for Fun answers that question - with a repeatable framework that works across platforms, budgets, audiences, and technologies, regardless of genre, precedent, or medium.

After 20 years shipping games across mobile, VR, LBE, theme parks, and tabletop, I kept seeing the same problem: teams working incredibly hard on experiences that just didn't connect. This book is the distillation of what I learned about why that happens and how to fix it.

Get the Book →

Work That Ships

Intellectual Property I've Worked With
Jurassic World Teenage Mutant Ninja Turtles SpongeBob SquarePants Wheel of Fortune Trivial Pursuit Scrabble League of Legends Jack the Giant Slayer Jay-Z
Riot Games
League of Legends
Named the Game

Named the title that became the most-played PC game on the planet. 152M monthly active players, BAFTA Best Persistent Game, The Game Award for Best Esports Game.

152M Players
The VRC / VR Experience
Jurassic World VR Expedition
Creative Lead

Location-based VR experience tied to the Jurassic World franchise. Brought cinematic IP into a real-world venue context at scale.

LBE / VR
Modal VR
TMNT: Battle Match
Lead Designer

Original multiplayer VR combat game leveraging full-body tracking with the TMNT IP. Designed core loop, combat mechanics, and progression systems.

VR / Multiplayer
Avatar Labs
St. Noire
Creative Director

Alexa-powered narrative mystery game. CES Innovation Award winner. Designed the voice-first interaction model and full narrative arc.

CES Innovation Award
Talespin
Effective Feedback + 10 VR Titles
Experience Design Manager

Led design across a dozen shipped VR/AR enterprise experiences. Built the design org, mentored associate-to-principal designers, and established cross-departmental quality frameworks.

12+ Titles Shipped
Thousand Bit
Blueprint for Fun
Author & Founder

Published book articulating a universal framework for fun - a fixed process applicable across all platforms, audiences, budgets, and technologies.

Published Author

Sinister Inn:
Designing Fear Without a Controller

A deep dive into how I designed, built, and deployed the world's first controller-free walk-through VR haunted attraction - now running in 30+ countries with 2,000+ paid runs.