and don’t know where to turn to for support. The studio is part of Safe In Our World and we support where we can the work they do around mental health in gaming. The next step I would like to take is involving our
players and community. I’d love to reach a point where our community can vote on some of the projects or charities Rhino Rock supports. If the company grows, then hopefully the amount of good we can do grows with it.
understand the problem and actually help solve it. Sometimes that means one specialist and sometimes it means putting together a larger team. I think that approach
is why we have had clients come back to us and why some of those relationships have grown significantly from where they started. I really do strive to have UK staff in work where possible and support the growth of this industry.
Your site says “conservation is at the heart of our mission” – can you tell us about the importance of that mission to you, and how you’re doing? This is probably one of the things I’m most passionate about with Rhino Rock outside of the games themselves. We have started calling it Rhino Rock Studios Real World Change. From quite early on I wanted some of the profits from
the studio to go back into things that have a real, tangible benefit. I don’t want us to get bigger and forget about how we as a studio can really try to make a difference. The studio has supported projects such as removing
plastic from rivers before it reaches the sea, as well as sponsoring land in Somerset to help their rewilding projects. Aside from Animal and Environment conservation,
which is our core support, I wanted to work with Chestnut Tree House Children’s Hospice by donating gaming equipment, and I am now looking at how we can do more with them through 2026 and 2027, including using what we actually know as a games studio to help children learn a little about how games are created. The team there do a fantastic job. It is very important to acknowledge mental health in gaming; it’s something I have seen people struggle with
12 | MCV/DEVELOP September/October 2026
What can we expect from you for the rest of 2026 and beyond? Quite a lot! We are continuing to grow the outsourcing and co-development side of Rhino Rock and are having conversations about some really exciting projects and partnerships. At the same time, we’re putting more focus into
Immersive Gaming and IP Franchise holders to push the boundaries of where you can take a gaming experience. And of course we are pushing our own IP.
Anything else you’d like to add? Probably that I’m really proud we’ve managed to build Rhino Rock in the way we have. We’ve grown the business commercially rather than
starting with a huge pot of investment, and that means we’ve had to be quite disciplined about where we spend money and what we choose to build. But I actually think that’s helped shape the studio. I’m also really passionate about giving people
opportunities. The industry has been brutal over the last few years, particularly for juniors and people trying to get that first proper credit. Where we can, I want Rhino Rock to be part of fixing
that rather than contributing to the problem. Ultimately, I’d like Rhino Rock to be known for doing
really good work for the studios that trust us, making our own games that people genuinely enjoy, and having the opportunity to directly work IP holders to make some incredible games and see the art of the possible. If we can keep doing these things as we grow, then I think we are doing something right!
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