I have been developing and producing games for over thirty-five years. I designed and programmed my first best-seller, The Prisoner, based on the Patrick McGoohan television series, for Edu-Ware in 1980. I later formed my own company, Electric Transit, which developed 3D simulations in collaboration with NASA/JPL scientists and was Electronic Arts' first affiliated label publisher.
In 1987, I was hired as the very first game producer at The Walt Disney Company, where I produced DuckTales: The Quest for Gold for personal computers and DuckTales for the NES. Other notable games I have produced since include Harlan Ellison's I Have No Mouth, and I Must Scream for Cyberdreams, Heroes of Might & Magic III for The 3DO Company, and Vampire: The Masquerade - Bloodlines for Activision.
I am currently a freelance game designer and producer at Electric Sheep Game Consulting; Lead Faculty of The Los Angeles Film School's Game Production Program; co-creator of the Boy Scouts of America Game Design Merit Badge; and publisher of a daily newsletter, The Games & Brains Daily, with articles about game design and development, gamification of the classroom, and game development for kids.
In 2014, I was named the 14th leading "Gamification Guru in Social Media" at the Gamification World Congress in Barcelona, and you can follow me at @David_Mullich.
My obligatory article on Pokémon, in which I use several prisms for analyzing why the augmented reality game is so popular.
Like just about every other person with a mobile phone this week, I downloaded Pokémon Go and began playing, Gotta catch 'em all! Now that's a very clear goal, so what other properties should a game designer give game objectives besides clarity?
Work is usually only worth what you pay for it, so why are there people who expect to find game developers to work on their start-up or new project for free?
The internet has made all kinds of content available for anyone in the world to access. However, that doesn't mean that it is free to take and use for your own purposes. Here's a primer on intellectual property protection for game developers.
The desire to become rich is not a good reason to get into game development. Most game developers earn a middle-class salary at the price of long hours and frequent layoffs. Do it for love, not money.
Despite having produced many critically-acclaimed games in my 35-year-career, I find it increasingly difficult to find a company willing to hire me now that I am in my mid-fifties. Do we need to add ageism to our fight for diversity in the game industry?
[News - 11/26/2018 - 03:44]
I 'm looking forward to ...
I 'm looking forward to attending this on Thursday night so that i can pay my respects to the creators of the first video game.
[Blog - 07/12/2016 - 10:36]
This is not intended to ...
This is not intended to be an article about Pokemon Go. Rather, the game gave me inspiration for writing the article, which is about game goals as the title indicates. r n r nRandomness is a factor related to skills in that the use of randomness can level the playing ...
[Blog - 05/02/2016 - 08:44]
I respectfully disagree. Although all ...
I respectfully disagree. Although all analogies do break down at some level, I think this one is useful. People who infringe copyright don 't see it as theft, and I think they need to realize that intellectual assets are just as much property as real ones.
[Blog - 03/27/2014 - 08:27]
I concur. As a game ...
I concur. As a game producer who has worked in the game industry for 35 years, I have quite an extensive Rolodex myself, but rarely can I rely on it to satisfy my hiring needs. I 've used recruiters for some higher-level positions, but place on-line ads for most. To ...
[Blog - 08/20/2013 - 12:00]
How then do you explain ...
How then do you explain the high percentages of women in such risky professions as acting, art, and fashion design How about all the female entrepreneurs who have started their own business in retail, restaurants, manufacturing, services, etc., when the average new business has an 80 chance of failure within ...
[Blog - 08/13/2013 - 12:00]