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December 19, 2014
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Laralyn McWilliams's Blog   Expert Blogs

 

Laralyn McWilliams has designed and helped build award-winning social, strategy, simulation, platform, brawler, FPS, and massively multiplayer online games. She was Creative Director for the ground-breaking MMO Free Realms at Sony Online Entertainment, which the New York Times called “a triumph of the company’s own reinvention.” She was also lead designer for the critically acclaimed Full Spectrum Warrior, which was the most nominated game of E3 2003.

She shared the top spot in Massive Online Gaming’s 2010 list of the Top 20 Most Influential People in MMOs. She was also on Beckett’s list of the top women in MMOs for 2010, and one of Gamasutra’s 20 most influential women in games in 2008. She’s a frequent speaker on systems design, casual game progression, the use of metrics in the design and operation of live game services, and the importance of considering the player's experience.

She's currently Chief Creative Officer at The Workshop Entertainment.

 

Expert Blogs

Posted by Laralyn McWilliams on Wed, 17 Dec 2014 02:16:00 EST in Design, Console/PC
In no particular order, here are my top five favorite games for 2014!


Posted by Laralyn McWilliams on Fri, 05 Dec 2014 02:54:00 EST in
We can all change. Sometimes it takes an event we'd never want and pain we wouldn't wish on anyone to drive that change.


Posted by Laralyn McWilliams on Fri, 21 Nov 2014 02:24:00 EST in Business/Marketing, Design, Production, Console/PC, Social/Online
It's World of Warcraft's tenth anniversary! The game has remained so popular (and profitable) not just because the team working on it is talented and dedicated, but also because they're not afraid of change.


Posted by Laralyn McWilliams on Thu, 30 Oct 2014 03:49:00 EDT in Business/Marketing, Design, Production, Console/PC, Social/Online
Conversations about bringing more women into game development and encouraging them to stay are always challenging. Lately, they've been almost impossible. Let's start thinking about it as a development problem and acknowledge flaws in our systems design.


Posted by Laralyn McWilliams on Sun, 03 Feb 2013 01:36:00 EST in Design
Graham Nelson created The Player's Bill of Rights in the 1990's. Since it primarily concerned interactive fiction, it didn't get wide distribution. It's an excellent set of design "rules," however, and with a bit of modernization it's very relevant today



Laralyn McWilliams's Comments

Comment In: [News - 12/16/2014 - 04:04]

There are some differentiating categories ...

There are some differentiating categories to be sure: sexual harassment, sexual discrimination, etc. It 's difficult for someone not in the situation to assess what 's a casual remark and what 's not, just like it 's difficult for someone not in the situation to understand the context of the ...

Comment In: [Blog - 10/30/2014 - 03:49]

If we 're looking at ...

If we 're looking at women 's negative feedback about game development culture as a usability problem, part of understanding the problem and potential solutions is to consider our target audience--for game development, to be clear, not for the games themselves. The question is not what men prefer, in that ...

Comment In: [News - 12/11/2014 - 05:23]

Are you saying that about ...

Are you saying that about Brianna and Zoe, or about the women mentioned in this article

Comment In: [Feature - 03/11/2013 - 09:35]

Yes, it is. Head and ...

Yes, it is. Head and neck radiation has other long-term effects too, like changing the structure of the jaw bone so it no longer heals itself. The side effects are manageable, though, and far better than the alternative treatment because there isn 't one... yet . :-