Age, Biography and Wiki

Richard Halliwell (game designer) was born on 29 March, 1959, is a game designer. Discover Richard Halliwell (game designer)'s Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is He in this year and how He spends money? Also learn how He earned most of networth at the age of 62 years old?

Popular As N/A
Occupation Game designer
Age 62 years old
Zodiac Sign Aries
Born 29 March, 1959
Birthday 29 March
Birthplace N/A
Date of death May 01, 2021
Died Place N/A
Nationality

We recommend you to check the complete list of Famous People born on 29 March. He is a member of famous game designer with the age 62 years old group.

Richard Halliwell (game designer) Height, Weight & Measurements

At 62 years old, Richard Halliwell (game designer) height not available right now. We will update Richard Halliwell (game designer)'s Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
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Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
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Richard Halliwell (game designer) Net Worth

His net worth has been growing significantly in 2022-2023. So, how much is Richard Halliwell (game designer) worth at the age of 62 years old? Richard Halliwell (game designer)’s income source is mostly from being a successful game designer. He is from . We have estimated Richard Halliwell (game designer)'s net worth , money, salary, income, and assets.

Net Worth in 2023 $1 Million - $5 Million
Salary in 2023 Under Review
Net Worth in 2022 Pending
Salary in 2022 Under Review
House Not Available
Cars Not Available
Source of Income game designer

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Timeline

2021

Graeme Davis posted on Twitter on May 3, 2021, that Richard Halliwell had died.

1991

The following year, Halliwell collaborated with Matt Forbeck and Jervis Johnson to produce two Space Hulk expansions, Deathwing, and Genestealer. At the 1991 Origins Awards, Genestealer won Best Fantasy or Science Fiction Boardgame of 1990. The following year, Halliwell helped design Space Hulk Campaigns, a set of new scenarios for his Space Hulk game.

1989

In 1989–1990, Halliwell reached the height of his game design career, winning two Origins Awards in two years. In 1989, he was the "sole designer credited on the first" edition of Space Hulk, a tense and suspenseful tactical science fiction miniatures game in which the evil Genestealer aliens have taken over a derelict ship drifting in space, and the heroic Space Marines must board the ship to accomplish a given goal. At the 1990 Origins Awards, Space Hulk was named Best Fantasy or Science Fiction Boardgame of 1989.

1988

In 1988, Halliwell worked with Marc Gascoigne to design Dark Future, a Mad Max-like combat board game featuring a violent car race across North America. PCGamesN highlighted that "Dark Future drew on the marvellous design instincts of Richard Halliwell, then just a year away from publishing Space Hulk and introducing the word 'overwatch' to the sci-fi gaming lexicon".

1987

In 1987, Halliwell stepped away from the Warhammer universe to develop several other projects. GW had produced Judge Dredd: The Role-Playing Game in 1985, a dystopian post-apocalyptic role-playing game based on the Judge Dredd comics. In 1987, Halliwell designed a tongue-in-cheek combat game called Block Mania that was set in the Judge Dredd universe, in which residents of two city blocks must cause as much harm as possible to each other before the Judges arrive to restore order. He followed this with Mega-Mania, a four-player expansion, and Slaughter Margin, a Judge Dredd adventure scenario. He also helped design Citi-Block, a Judge Dredd supplement. After the 2020 rerelease of Block Mania and Mega-Mania, the UK print magazine Tabletop Gaming highlighted that "Richard Halliwell knew his source material well, ensuring it’s all thematically bang-on, and satisfying to die-hard Dredd fans. But it feels more like a curious relic, a collector's piece, than something which seriously deserves to take tabletop time away from newer, player-friendlier games".

1984

Halliwell was on the development team of the second edition of Warhammer in 1984, as well as Warhammer Fantasy Roleplay in 1986, and the third edition of Warhammer in 1987. Halliwell and Priestley also collaborated to produce Ravening Hordes: The Official Warhammer Battle Army Lists in 1987.

1982

By 1982, Bryan Ansell wanted to create a set of rules for miniatures wargames that would drive sales of Citadel's miniatures. Halliwell, as a freelance employee, had plenty of time on his hands, and was given the task of writing the rules. He came up with the idea of an overarching fantasy campaign set on a continent called Lustria. Like his previous game, Imperial Commander, this would feature a never-ending war between titanic forces. Once Halliwell was finished with the rules, Rick Priestley and Tony Ackland developed the product, and it was released by sister company Games Workshop in 1983 as Warhammer. On the development process, Priestley said, "It was actually my colleague Richard Halliwell who was originally commissioned to write it. I developed it with him, because we often worked on things together". Mechanics of the game were derived from their earlier game Reaper.

1970

As teenagers living in Lincoln, England in the 1970s, Richard Halliwell and his school friend Rick Priestley liked to play tabletop miniatures wargames. In 1979, while still in school, they decided to create a set of rules for a fantasy miniatures wargame they called Reaper. Halliwell and Priestley found a small company, Tabletop Games, that was willing to publish their small booklet but had no sales outlet. They contacted Bryan Ansell of Asgard Miniatures in Nottingham; he put them in touch with the Nottingham Model Soldier Shop, who agreed to sell Reaper.

1959

Richard Halliwell (29 March 1959 – 3 May 2021) was a British game designer who worked at Games Workshop (GW) during their seminal period in the 1980s, creating many of the games that would become central to GW's success.