Simon Phipps is a legendary British game designer and programmer whose career spans over three decades, representing one of the most influential figures in classic computer gaming. Born in 1966, Phipps is a self-taught programmer who began creating games in 1982 while still at school, writing his first published title, StarForce Lander (a Lunar Lander variant). His journey from teenage programmer to industry veteran embodies the pioneering spirit of early home computer gaming.
In 1988, Phipps co-founded Core Design, where he would create some of the most beloved titles of the late 1980s and early 1990s. His work on Rick Dangerous (1989) established him as a master of platforming, combining Indiana Jones-inspired adventure with precise gameplay mechanics that influenced countless action games. The success of Rick Dangerous led to Rick Dangerous 2 (1990), cementing the franchise as a classic of the 16-bit era.
During his Core Design tenure, Phipps demonstrated remarkable versatility, creating the atmospheric side-scrolling action of Switchblade (1989), the innovative helicopter combat simulator Thunderhawk (1991), and the unique shape-shifting adventure Wolfchild (1992). His artistic vision and technical prowess made him instrumental in establishing Core Design's reputation for high-quality, visually striking games for the Amiga, Atari ST and other platforms.
Phipps approached game development with a unique creative philosophy, as evidenced by Wolfchild, which he conceived from inspiration as simple as a belt buckle design, spending three-and-a-half years perfecting across all its platform versions. This attention to detail and commitment to quality became his trademark throughout his career.
After leaving Core Design in 1996, Phipps continued his career at major publishers including Acclaim Entertainment, where he worked on Shadow Man, and later Electronic Arts, contributing to the Harry Potter game series for five years.
Phipps represents the golden age of British game development, when small teams of passionate creators could produce games that competed globally and influenced generations of developers.