Game Direction & Design

Forrest
Dowling

Twenty years shipping worlds — from the floating city of Columbia to a raft ride through a flooded American south. Game designer, studio founder, game director.

01 — About

Making games since 2000 — first as a mod maker, professionally since 2006. Level designer, lead designer, studio founder, and game director along the way.

I believe the best games are made by great teams who are empowered, valued, and supported in their work — from a AAA shooter with hundreds of collaborators to a six-person studio building something strange and small. That's shaped how I lead, who I hire, and the projects I choose to spend years of my life on.

02 — Selected Work
BioShock Infinite — the floating city of Columbia.
Irrational Games — 2013

BioShock Infinite

Lead Level Designer. Owned the game's opening hours — the Welcome Center through Monument Island — and led design on the Clash in the Clouds DLC.

Read the case study →
The Molasses Flood — 2016

The Flame in the Flood

Lead Designer & Founder. A pared-down survival game about a girl and her dog travelling a flooded, post-societal American south. Built in 21 months for under $500,000, with IGF nominations for art and original soundtrack.

Case study coming soon
The Flame in the Flood — the player's raft moored at a weathered river dock.
Raven Software — 2025

Call of Duty: Black Ops 7

Lead Systems Designer. Joined late in dev, and focused on difficulty and balance in campaign and Endgame Operations.

CD Projekt — 2021

Project Sirius

Game Director. Pitched and led a multiplayer concept in The Witcher universe, growing the team from 11 to over 60 across North America and Europe.

Molasses Flood — 2020

Drake Hollow

Studio Director & Game Director. Co-op village-builder — conceived the concept, secured funding and a Game Pass deal, and grew the team from 3 to 11.

Kaos Studios — 2011

Homefront

Lead Multiplayer Level Designer. Oversaw every shipping multiplayer map plus DLC, and helped design core gameplay systems.

Kaos Studios — 2008

Frontlines: Fuel of War

Level Designer. Responsible for the first, second, and final campaign missions.

03 — Studio

The Molasses Flood

An independent studio founded in 2014 by myself and five other Irrational Games alums. We made The Flame in the Flood, Drake Hollow, and Project Sirius. We operated until 2025, when we were integrated into CD Projekt Red.

The Molasses Flood studio wall sign.

Twenty years of credits, roles, and shipped titles — Frontlines through Call of Duty.

Read the résumé