Posts Tagged ‘Action’
Middle Earth: Shadow of Mordor
Middle Earth: Shadow of Mordor

An acclaimed, multi-award winning game, Middle Earth: Shadow of Mordor broke new ground with its emergent narrative technology and deeply engaging progression system. While always, compelling the game we were building at monolith wasn’t always the open world stealth action that it was when it shipped. I was selected to be part of special strike [...]

Marvel Super Hero Squad: The Infinity Gauntlet
Marvel Super Hero Squad: The Infinity Gauntlet

It was a pleasure leading my team from concept all the way through to the approval of our x360, PS3, and Wii SKUs, as well as three DLC packages.  Our schedule was very tight.  From day one to alpha we had nine months, with another three to get the game through certification.  In that time, [...]

Where the Wild Things Are
Where the Wild Things Are

On Where the Wild Things Are, I lead the team from pre-alpha through certification.  This title marked the studio’s first foray into the PS3, Wii, and X360.  To deliver on the potential of these new platforms intense effort from the engine and world art teams was required.  If that wasn’t enough, things got really challenging when [...]

Wolf Toss
Wolf Toss

When I started working on Wolftoss, Zipline Games had just released version 1.0 for android and iOS. For the subsequent three releases, I directed the production of a new in-app store, the addition of new social marketing channels, and a comprehensive rebalance of the game.   The in-app store and the dozens of items we built [...]

Luxor
Luxor

   Luxor is a huge hit on many platforms.  The mobile version I designed and produced hit the top ten on Verizon, and was a best seller worldwide.  Building Luxor for two hundred mobile handsets was a challenged that required a complete reconceptualization of many of the game’s fundamental systems. Levels in the pc version are based on fixed full screen illustrations.  This [...]

Feeding Frenzy
Feeding Frenzy

Sprout Games’ Feeding Frenzy was amongst the first wave of hit PC casual games. Feeding Frenzy featured large pre-rendered 3d graphics, fluid screen motion, humorous sound design, and delicately balanced mouse controls. When the Real Networks mobile team scored the mobile rights it was quite a coup. Preserving all the great art, sounds, and the [...]

The Apprentice
The Apprentice

   Creating a mobile game of The Apprentice was an exercise in scalable game design. Our high end builds weighed in at 500KB with a screen resolution of 240×320. Our lowest end build was 64k with a screen resolution of 96×65. With five original mini games, a cast of characters, cinematics, and one infamous catch [...]