I’m Pete Morrish, a systems designer with 25 years in the games industry – including seven years as Director of Production at Slightly Mad Studios and five as Studio Head at Waterfront Entertainment. For the past six years I’ve been building my own studio, Chock Hoss – and doing the best technical and creative work of my life.
My work sits at the intersection of game design, production systems, and behaviour design – building structures where the right behaviour emerges naturally.
That includes projects like Threkka, a habit-hacking movement game built over five years of solo development, and Shitstirrer, an expansion deck for the globally popular folk card game Shithead – alongside work applying game and systems thinking to digital products, organisations, and real-world systems.
Chock Hoss applies game design thinking to build – and help others build – digital, physical and organisational systems that are tested, refined, and designed to endure.
Products, habits, games, organisations – they're all underpinned by structures. Chock Hoss designs these first, then lets behaviour emerge.
Change the incentives and you change the outcome. Whether it's a fitness habit, a card table, or a team: mechanics matter.
Ideas don't survive contact with reality unless they're tested. Chock Hoss builds early, observes honestly, and refines deliberately.
Some systems live in apps. Some live on tables. Others in companies. Chock Hoss builds them all – thoughtfully and with intent.
Twenty-five years in games – across design, production, code, and leadership – means knowing how to turn complexity into something shippable, not just imaginable.
Chock Hoss stays small on purpose. Fewer layers. Clear thinking. Direct accountability.
Want to know how I think? These'll give you a good idea.
Curious about the systems I build — or interested in building one together?