FarBridge's aim is to build worlds you can get lost in.

Richard Rouse III interview — Not every idea has to come from a game’s creative director

Richard Rouse III had the creative vision for indie games like The Church in the Darkness, and he recently became the creative director at FarBridge, the maker of games like Jar Wars and a contributing studio to the upcoming Battlefield mobile game. I talked to him about what it’s like to be a creative director and found his advice might be useful for would-be game creators.

Many of us are happy to play games for a living. But some people have the drive to do more than that, like the creative directors who are responsible for making sure that a video game looks great in all ways. The creative director carries the vision for the game, with expertise touching on gameplay, visual language, storylines, audio, cinematics, and marketing.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.