BIOGRAPHIES
The following people were interviewed for this book. Their knowledge and
insight of the game industry provides useful information that is featured through-
out the book.
KARIN GROEPPER BOOSMAN
Karin Groepper Boosman is a certified Project Management Professional
currently working as a Project Manager for Aspyr Media, Inc., a video game pub-
lisher based in Austin, Texas. Karin has been involved in managing projects with
internationally distributed teams for over eight years. Her career in games started
with SimBin AB and Blimey! Games, working on the award-winning GTR series
before joining Aspyr as a Project Manager in 2006. Her experience managing
diverse and distributed teams while using formal project management method-
ologies has provided a solid foundation from which she could create and roll out
a streamlined localization pipeline to Aspyr, insuring on time, high quality, and
within budget international releases of Aspyr games. During her career, Karin
has worked on a wide range of titles, including: GTR, GT Legends, GTR 2, The
Sims series, Civilization IV: Warlords, Prey, Never Winter Nights 2, Quake Wars:
Enemy Territory, Supreme Commander, Guitar Hero III, Call of Duty 4, and
more. Karin is committed to improving the game industry from the inside out, uti-
lizing the best of cutting-edge project management processes and philosophies.
TOM BUSCAGLIA
Tom Buscaglia, the Game Attorney, practices law around the world from his
offices in Miami, Florida (www.gameattorney.com). Tom is dedicated to the
computer and video game industry, assisting developers in all aspects of their legal
Appendix DAppendix D
462 THE GAME PRODUCTION HANDBOOK, 2/E
and business needs and has been representing game developers since 1991. Tom
is a member of the Board of Directors, as well as the Coordinator of the South
Florida Chapter, of the International Game Developers Association (www.igda.
org). He has published numerous articles to help those wishing to start their own
game development studios and recently launched www.GameDevKit.com to fur-
ther assist start-up game developers. Tom is a perennial presenter at the annual
Game Developer’s Conference, the Indie Games Com, and numerous other
game-related conferences. He is also the executive director of the Interactive
Entertainment Institute, the presenters of the G.A.M.E.S. Synergy Summit
(www.SynergySummit.com) and of Games Florida (www.Games-Florida.org).
As FaTe[F8S] Tom plays online on a regular basis with FaTe’s Minions and has a
gamer’s appreciation and understanding of the game industry (www.f8s.com).
MELANIE CAMBRON
Since 1997 Melanie Cambron has been recruiting for game industry leaders, such
as THQ, Ubisoft, and Turbine. Featured in such books as Game Design: Secrets
of the Sages, Game Creation and Careers, The Fat Man on Game Audio, Get
in the Game! Careers in the Game Industry, and Secrets of the Game Business
for her game industry knowledge, she also wrote the foreword to the successful
book, Game Programming with Direct X 7.0 and its follow-up. Melanie is a pop-
ular guest speaker at universities and high schools and is frequently interviewed
by media, such as the Dallas Morning News, GIGnews, and Salon.com for her
industry expertise. She has been a moderator and panelist at e3 and GDC. She
also has several game credits as a PR/marketing consultant.
CAREY CHICO
Carey Chico has been working in the game industry since 1996, after graduating
from UCLA with a Bachelor’s degree in Design. His foray into the game indus-
try began when he started at Activision Studios as an animator on Planetfall.
From there, he rose through the ranks as lead artist on Battlezone and then as
a founding member of Pandemic Studios where he completed Battlezone 2 as
art director. After working again as art director on Star Wars: The Clone Wars,
he stepped up as studio art director to oversee more global and long-term art
interests. Some of the most recent titles under his supervision are Full Spectrum
Warrior, Battlefront, Mercenaries, and Destroy All Humans.
DON DAGLOW
Don Daglow has served as president and CEO of Stormfront Studios since
founding the company in 1988. At the 2008 Emmy Awards for Technology and
BIOGRAPHIES 463
Engineering he accepted the award for creating Neverwinter Nights, the first
graphical Massively Multiplayer Online Role Playing Game (MMORPG), and
in 2003 he received the CGE Award for “groundbreaking achievements that
shaped the Video Game Industry.” Electronic Games has called him “one of the
best-known and respected producers in the history of the field.” Stormfront’s
major hits include The Lord of the Rings: The Two Towers (based on the film by
Peter Jackson), EA Sports’ NASCAR Racing and Madden NFL Football, and the
original Neverwinter Nights on AOL.
Prior to founding Stormfront, Don served as director of Intellivision game
development for Mattel, as a producer at Electronic Arts, and as head of the
Entertainment and Education division at Broderbund. He designed and pro-
grammed the first-ever computer baseball game in 1971 (now recorded in the
Baseball Hall of Fame in Cooperstown), the first mainframe computer role-
playing game (“Dungeon” for PDP-10 mainframes, 1975), the first sim game
(Intellivision Utopia, 1981) and the first game to use multiple camera angles
(Intellivision World Series Major League Baseball, 1983). Don co-designed
Computer Game Hall of Fame title Earl Weaver Baseball (1987) as well as the
original Neverwinter Nights for AOL (1991–97). He was elected to the Board of
Directors of the Academy of Interactive Arts and Sciences in 2003 and again in
2007. He also is a past winner of the National Endowment for the Humanities
New Voices playwriting competition. He speaks extensively on the topics of game
design, Interactive Media and the video games industry, and has delivered key-
note addresses in Canada, Germany, the UK and the United States. Don holds
a BA in Writing from Pomona College and an Ed.M. from Claremont Graduate
University.
STEPHANIE O’MALLEY DEMING
Stephanie is a software development producer with over 10 years experience
in worldwide award-winning educational and entertainment products for com-
panies including Activision, Electronic Arts and 2K Games. She specializes in
localizations and has successful sim-shipped multi-platform, multi-language
versions of high profile titles including the Call to Power® series, the Guitar
Hero™ series, Rock Band, NBA 2K8 and numerous Tony Hawk™ titles. With
her partner, Stephanie founded XLOC, Inc. (www.xloc.com), a company that
offers web-based applications for easy localization management, and works as a
consultant for interactive game companies.
JAMIE FRISTROM
Jamie Fristrom has a history with the industry dating back to 1991 – though he
has never held the title “producer” he has worked on projects large and small in
464 THE GAME PRODUCTION HANDBOOK, 2/E
various roles including programming, technical direction, project management,
design, and creative direction. Currently he’s a partner, technical director, and
designer at Torpex Games where he helped create the game Schizoid for Xbox
Live Arcade. Prior to Schizoid, Jamie was most recently a technical director and
designer on Spider-Man 2, his biggest claim to fame being that he invented its
dynamic, physical swinging system. Other games he’s worked on include Spider-
Man 1 for PS2, XBox, and GameCube, Tony Hawk for the Dreamcast, Die By
The Sword for the PC, and the Magic Candle series of RPGs. Jamie wrote the
“Manager in A Strange Land” column for Gamasutra and holds the world record
for writing game development post-mortems in Gamasutra and Game Developer
magazine.
TRACY FULLERTON
Tracy Fullerton is a game designer, educator, and writer with more than a
decade of professional experience. She is currently an assistant professor in the
Interactive Media Division of the USC School of Cinema-Television where she
serves as co-director of the new Electronic Arts Game Innovation Lab. Tracy
is also the author of Game Design Workshop: Designing, Prototyping and
Playtesting Games, a design textbook in use at game programs worldwide.
Prior to joining the USC faculty, she was president of the interactive televi-
sion game developer, Spiderdance, Inc. Spiderdance’s games included NBC’s
Weakest Link, MTV’s webRIOT, The WB’s No Boundaries, History Channel’s
History IQ, Sony Game Show Network’s Inquizition and TBS’s Cyber Bond.
Before starting Spiderdance, Tracy was a founding member of the New York
design firm R/GA Interactive. As a producer and creative director, she created
games and interactive products for clients including Sony, Intel, Microsoft,
AdAge, Ticketmaster, Compaq, and Warner Bros. among many others. Notable
projects include Sony’s Multiplayer Jeopardy! and Multiplayer Wheel of Fortune
and MSN’s NetWits, the first multiplayer online game show.
Tracy’s work has received numerous industry honors including best Family/
Board Game from the Academy of Interactive Arts & Sciences, ID Magazine’s
Interactive Design Review, Communication Arts Interactive Design Annual,
several New Media Invision awards, iMix Best of Show, the Digital Coast
Innovation Award, IBC’s Nombre D’Or, and Time Magazine’s Best of the Web.
In December 2001, she was featured in the Hollywood Reporter’s “Women in
Entertainment Power 100” issue.
RAYMOND HERRERA
Los Angeles-based drummer and producer, Raymond Herrera, has spent the last
14 years writing, recording, and touring with his bands Fear Factory, Brujeria,
BIOGRAPHIES 465
and Kush. Raymond is a co-founder of 3volution Productions and Kool Arrow
Records. He has produced and acted as a music supervisor on many videogame
and movie soundtracks. He has earned three gold records, one platinum record,
and the California Music Award for Best Hard Rock Act.
CLINT HOCKING
Clint has an MFA in creative writing from the University of British Columbia,
where he completed his thesis at the same time as working on Splinter Cell and
Splinter Cell: Chaos Theory. Along with writer J.T. Petty, Clint was honored for
his work on the first Splinter Cell with the first-ever Game Developers’ Choice
Award for Excellence in Scriptwriting at GDC 2003. Clint is on Montreal’s IGDA
advisory board and also sits on the Advisory Board for the Electronic Game &
Interactive Development degree program at Champlain College in Vermont.
He is currently working as a creative director at Ubisoft in Montreal, where he
lives happily with his fiancé Anne-Marie and their dog.
LEE JACOBSON
Lee never quite grew up as a kid, programming his first video game at the age
of 16 on his Atari 400 computer (he couldn’t afford the 800 model) between
all-night sessions hacking away at Ultima and Wizardry. In 1988, he co-founded
one of the first interactive media-based advertising companies in Dallas, Texas,
which was acquired in 1990.
He then headed west to manage business development at Virgin Interactive
Entertainment/Viacom in Irvine, California, and later joined Midway Games,
Inc. in 1998 where he serves as Vice President of Business Development and
Acquisitions. Lee’s career spans more than 15 years in the entertainment indus-
try and includes managing product/business development, acquisitions, domestic/
international licensing, and strategic planning for Midway.
TODD KEISTER
Todd Keister brings a ‘Renaissance Man’ approach to both his career and life
in general, drawing from professional experience in not only online games but
in a variety of other roles including teacher, classical musician, and auto tech-
nician. Starting officially in games as an online event coordinator at Wolfpack
on Shadowbane, Todd moved through differing aspects of game development
from community to QA to running a Beta to build management with stints
on both the publishing and the development sides leading to producer roles
in both camps. After working on MMOs at NCsoft, Todd positioned to get
back into development and has moved exclusively from MMO project to MMO
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