Projects |
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re/Action, 2013, Producer and Managing Editor This was a reader-funded indie publication about the games industry: its product, its players, and its culture. I was the Producer and Managing Editor for this three-month project, which saw games-industry journalism sites sit up and take notice. Unfortinately, not enough paying customers did, but we proved form. I look forward to someone else proving the business of the form. |
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Skillz, 2012-2013, Chief Creative Consultant This is the multiplayer network inside several Android games. As they say on their site: "Face-off against friends and rivals to earn bragging rights, cash and other prizes." As their Chief Creative Consultant, I served many roles ranging from QA Lead and Lead System Designer for their tournament matchmaking and experience system, to helping to find a permanent Product Lead, and increasing the business intelligence around our product and our competitors. I loved working on Skillz, and I play in their tournaments all the time. |
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RumbleTV Football, 2012, Product Lead This was the sequel to RumbleTV Baseball. is a one-game fantasy football experience. Pick your favorite player cards and choose game events you think will happen during gameplay. I designed the gameplay and produced the project. |
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RumbleTV Baseball, 2012, Product Lead This was Connected Sports Ventures' first release. It is a one-game fantasy baseball experience. My favorite part was the enhanced "second screen" experience, where we used both automated and hand-chosen filtering to deliver high-quality tweets to users based on the game they were watching. I would have loved to see a second year of this product -- someone will get all of the parts right in the future. I designed the gameplay and produced the project. |
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TAG: The Acronym Game, 2010-2011, Creator and Executive Producer TAG was the spiritual descendant of Acrophobia, reimagined for the social gaming age. Turn FCMW into Fun Casual Multiplayer Wordgame. I designed the gameplay and produced the project. This game was poised to be the breakout hit on Twitter, right time, right place, but their ever-shifting Terms of Service brought this to an untimely end. Someday, I will revisit the social multiplayer wordgame genre again, someday. |
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Legends of Norrath, 2008-2010, Designer LON is a long-running digital TCG counterpart to Everquest. I helped with card art descriptions and gameplay design, and contributed to playtesting and tournament analysis. For several years, this game set the standard of what a digital trading card game should be. and I was proud to be a part of it for four sets: Against the Void, Storm Break, Travelers and Vengeful Gods. |
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Star Wars Galaxies TCG, 2008-2010, Designer SWGTCG was connected to the original Star Wars MMO. This MMO went offline, which is a shame because this TCG has some of my very best work. I led the design of sets three through eight, and completely revamped the balance of hundreds of cards to create a fun and competitive gameplay experience. |
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MapleStory iTCG, 2007-2008, Designer This was a fun kids TCG released by Wizards of the Coast, based on the MMO of the same name. Players leveled up their character, played items and abilities, and attack opposing monsters. I was part of the system design team, and designed and developed cards for all five sets. |
| Second Shift, 2006-2011, Creator and Executive Producer This is a character-driven, fantasy audio drama. Three Boston-area college students are "shifted" against their will to another world where magic is real and danger is lurking. Shauna, Mike and Katherine must find a place in that world while finding their way back to this one. Both seasons of Second Shift were nominated for Parsec Awards -- for the first season in 2007 when the field was brand new, and again in 2012 for its second season. All 29 episodes -- over 23 hours of content -- are available for free. | |
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UEFA Champions League 2006-2007, 2006-2007, Producer and Designer UEFACL was the very first collectible card game with real user-to-user trading over Xbox Live. I was the producer of that feature, called the "Ultimate Team." Nearly every review mentioned the trading cards feature as the reason to buy the game. That feature went on to be included in every subsequent EA Spoers franchise, and has become a major driver in that division's year-over-year growth. |
| Chron X, 1998-2005, Designer, Producer, Executive Producer Chron X is the Internet's first online collectible card game, released in 1997. I was a tournament-level player of its game and joined the team shortly before its first anniversary. It won Computer Gaming World's 1999 Shareware Game of the Year (because they didn't use words like microtransactions back then). It features over 1200 cards spanning eight expansions. It's a science-fiction game set in 2097, with members of the Inner Circle of The Body struggling for power in a post-apocalyptic Earth. My company Blue Sky Red Design acquired Chron X in 2003 from THQ when they closed the division that ran the game. We continued the game as an indie project releasing three expansions: Breakpoint (2003), Reboot (2004) and Corruption (2005). BSRD sold Chron X to Darkened Sky Studios in 2007. | |
| WWE With Authority!, 1998-2003, Creator, Designer, Producer WA! was the first officially-licensed online WWE game. Strategy and tactics ruled the day as players used their favorite WWE Superstar against one-another in an online collectible card game. Speedy thumbs not required — just attitude and a killer strategy. The game was originally called "WWF With Authority!" when published by THQ in February 2001. Despite the fact that production ceased in January 2003, players are still enjoying the game in peer-to-peer form years after the server shutdown. | |
| Acrophobia, 1996-1999, Creator, Designer, Associate Producer This was the game that put me on the map. Acro was the Internet's first online multiplayer gameshow, and it won the 1997 Gamespot Online Game of the Year Award. Part wordgame and part improvisation, Acrophobia was a great excuse to spend hours in a chat room. Originally self-published in 1994, this game had been online for over a decade. In 1997, a commercial version was released through Berkeley Systems, later though Sierra and Vivendi Universal. It went offline in 2006. Millions of people have played Acrophobia, and it inspired several fan-created clones. |