Trent Polack's Blog
Hi, I’m Trent Polack (@mittense on twitter). I make video games as a Creative Director at Team Chaos, where we most recently released Loot Raiders, SPACE COLORS, Dragon Raiders, Cat vs. Aliens, Dragon Academy, and Elements: Broken Lands.
Before that, I worked as a Senior Designer on various projects at LightBox Interactive as well as spending years on Starhawk and the initial design/development of Plundernauts.
In the past, I was a game developer at Stardock Entertainment where I worked on Galactic Civilizations 2: Twilight of the Arnor, The Political Machine 2008, and Demigod. I was also involved with a large amount of the development of Elemental: War of Magic. I’ve also worked as a programmer working on satellite monitoring programs, a game journalist, an author, a door-to-door salesman, a PR dude, and a grocery bag boy. That last one is really the highlight of my career, I think.
I have a degree in English (with a focus on Creative Writing, Computer Science, and Secondary Education) from the University of Michigan. I’m also a self-taught programmer of twelve years and I dig game design, level design, screenwriting, and writing about games and television shows.
I write a whole bunch about bunches of things. In the past, I have been known to write entire books such as Focus on 3D Terrain Programming. I also coauthored Graphics Programming Methods and Game Programming: Tricks of the Trade.
Monster Hunter has been an enormous franchise in Japan, but never really found legs in the US. Thankfully, that didn't stop Capcom from publishing it here, and now with Monster Hunter 4 Ultimate, it looks like Capcom have gone all-in with Monster Hunter.
I was having a conversation with a friend the other day and reminded about my time in the game industry when I wondered, really wondered, why on Earth I ended up making games for a living. This is my attempt at figuring that out.
On #gamergate, harassment, game development, and the people who make games.
After two months of work following the Space Cowboy Game Jam, SPACE COLORS is finally preparing for release on August 7th on the iOS App Store.
The development process for starting a fully dynamic voxel-based toybox tank game in Unity and all of the technical challenges that have arisen so far.
A post about how I started out writing graphics programming books, then wanted to be a high school english teacher, then became a PC game/engine programmer, then a designer for a AAA game studio, and now a creative director of a mobile game studio.
Trent Polack's Comments
[Blog - 02/18/2015 - 10:53]
[Blog - 09/06/2014 - 09:02]
More to the point, though, ...
More to the point, though, the premise of my piece is that I wanted to draw a line between attacking an argument and attacking a person. Did that get lost somewhere
[Blog - 07/02/2014 - 06:32]
[Blog - 06/30/2014 - 10:12]
[Blog - 04/29/2014 - 12:41]
I went into the CS ...
I went into the CS program having a pretty decent handle on C/C , so the intro classes weren 't particularly challenging and I had a hard time staying interested in them. I also found the entire environment at least at the University of Michigan, where I went to be ...
[Feature - 10/12/2010 - 04:40]
The only time I really ...
The only time I really think about social game developers as being different from traditional game developers is when an article attempts to create this division between the two. So maybe that could stop happening