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Project — Maverick Games · Aug 2024 — Feb 2025

Project — Maverick Games · Aug 2024 — Feb 2025

CLUTCH

CLUTCH

CLUTCH

Senior UX Designer · Open-world driving

Senior UX Designer · Open-world driving

a great team, a great game — and a lesson about how I work best.

a great team, a great game — and a lesson about how I work best.

a great team, a great game — and a lesson about how I work best.

Role

Senior UX Designer

Studio

Maverick Games, Warwick

Game

Clutch — open-world driving

Status

In Development

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02 sections

02 sections

01

The game

Cinematic, open-world, petrol-blooded

Cinematic, open-world, petrol-blooded

Cinematic, open-world, petrol-blooded

Clutch is a cinematic open-world action-driving game from Maverick Games — the studio founded by Mike Brown, former creative director of Forza Horizon. Set in Monaco and the French Riviera, it follows sibling racing prodigies caught between the prestige of the R1K pro circuit and the underground street racing of the Midnight Collective.

As Senior UX Designer, I worked on the game’s UX from Maverick’s early days — my first open-world driving game after years on the circuit-racing side of the genre. It launches Spring 2027 on PS5, Xbox Series X|S, and PC.

Clutch — official announce trailer

02

My time there

Short, honest, formative

Short, honest, formative

Short, honest, formative

The personal discovery: hybrid is how I do my best work. Knowing that is worth a lot.

The team

I genuinely admired the team and the game — a dream team of open-world racing veterans, and it shows in every frame of the reveal. Working alongside them, even briefly, was a privilege.

The work

Senior UX on the then-unannounced game — I implemented features directly in engine and did a lot of work on the car upgrades system, carrying my Forza Motorsport upgrades experience into a very different kind of driving game.

Honest bit

My time there was short for one simple reason: the studio is in Warwick, I’m in London, and I struggled with fully remote work. From a home desk, I missed the energy of designing in a room with people — the whiteboard moments, the over-the-shoulder playtests.

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