I have, since '91, worked on titles for Origin, EA, Virgin, Activision, Sony, Bioware and others, primarily as a department manager, project manager or producer. I currently produce FPS multiplayer games for Tripwire Interactive.
I sometimes also teach game business, design and production classes. I am a student of game theory, especially behavioral game design theory, the brain, GST, complexity and trend prediction methods.
A huge list of possible game mechanics can be reduced to only 3 classes of player activities. These classes have ancient roots and special connections to the brain's own reward system.
[News - 09/22/2015 - 08:05]
[Blog - 08/17/2015 - 02:01]
Just 5 hours per day ...
Just 5 hours per day on-task actual, uninterrupted task work, ends crunch completely. It also leaves time for meetings, email and interaction. This is not tricky.
[Blog - 08/03/2015 - 04:08]
The intent was guessing at ...
The intent was guessing at why Warren 's examples were numbered lists of questions rather than statements. He advises us to have a meta-message when we create, so I must assume this series of blog posts have a meta-message too and so, I guessed that his use of questions is ...
[Blog - 06/30/2015 - 07:44]
[Blog - 06/16/2015 - 02:56]
True, on the larger games ...
True, on the larger games I 've worked on production had several flavors from associates and scrum masters, project managers, regular or line producers, senior and executive producers as well as live team producers. Whew.
[Blog - 04/25/2014 - 02:22]
I am a maker of ...
I am a maker of MMO and traditional multiplayer games. The products made by our studio are known for dedicated, long-term players with many hours invested. I follow and cautiously apply behavioral game design methods that are intended to trigger neurochemical events. r n r nLearning by playing is a ...