Gamer-in-Residence for Connect Ventures. Former Executive Producer for Legendary: Heroes Unchained & Tetris, former Lead Designer on Legendary: Game of Heroes. Podcast host for Deconstructor of Fun. Loves Ratchet & Clank, Smash TV and Persona 4: Golden. Still plays PS Vita.
The following are excerpts from a conversation with Dan Chao, Lead Designer at Funzio. Dan’s work runs the full gamut of design, including releases in the Core, Casual, Social and Mobile segments of the industry. Dan has worked as gameplay engineer on Xbox launch title New Legends, lead designer on the casual game Wandering Willows, and most recently lead designer on social/mobile games Crime City, and Kingdom Age. EL: To start with, what is game […]
This article is the fourth in a series on how to land a job as a game designer. Check out previous posts for details on setting your career goal, building your portfolio and learning how to sell your experiences. Now that I’m devoting my energies to Enhanced Wars, I do not see nearly the quantity of resumes as when I was part of the hiring process at BioWare’s San Francisco office. But I still review the occasional resume for someone […]
Getting to tangible, high quality conversations and iteration with your game engineers is a critical skill for game designers. Writing docs with a game engineer “client” in mind will boost your effectiveness and the ultimate quality of your games.
The following are excerpts from a conversation with Jenova Chen, Co-Founder and Creative Director at thatgamecompany. Jenova’s meteoric rise began at USC after a viral success with Cloud led to a fortuitous meeting with Sony. Jenova’s hit games include the PSN exclusives Flow, Flower and Journey. EL: Can you start by introducing yourself, talking a little bit about what your background is and the games you’ve worked on? JC: I grew up in China, went […]