|

I am actively involved in game design and producing. I can help
you develop new game-based projects for learning or entertainment. My
main area of expertise here is in business development, producing and
functional design. I work with external developers (for programming
and art production) as required to see our
projects through to completion, on time and budget.
The world of interactive games and game-based products is getting
newfound attention. Games are a sector of the entertainment industry
now outpacing other major media, such as film and television. They
also offer potential as excellent learning tools - so highly effective
given the total buy-in any game intrinsically can deliver: When I
am a participant, not just a reader or viewer, I learn much faster.
I have been intensively involved in game design and gaming
for many years.
My philosophy about games is simple: they deserve to be taken
seriously. This isn't to say they should be regarded stuffily - games
by and large should be light-hearted, even when, paradoxically, they
are about serious subject-matter (though this also depends). It is
just to say they deserve attention and dedication. I'm also willing
to engage in game design on an experimental basis, in order to pioneer
new things.
I have another philosophy about games: Realism does not have to be
sacrificed for a game to be fun and engrossing. You may hear other
game designers talk about "sacrificing realism for fun". I believe
that 90% of the time this is just a rationalization for lazy game
design. Realistic, authentic games can be fun - if they are elegantly
designed. To paraphrase the editor of Esquire, there are no boring
game subjects, only boring game designers.
As game designers I specialize in realistic games: games that
depict something in the real world. This makes me well-placed to
design learning-based games. Yes, I can design sci-fi and other
entertainment titles, but by focusing on the hard work of researching
and interpreting the real world through games, I have built
functional game design muscles stronger than if I had just settled for
doing derivative design work.
In terms of development and production, I work with external game
developers who provide programming and art production services on an
as-needed basis. This always depends on the product. I am thus not
married to any specific game engine, artistic look or
technological approach - which frees myself and the client, allowing us to focus on
finding the right way to deliver the game (and alleviates
the burden of managing programming and art staff - which isn't my specialty anyway). Many tech-oriented game
companies are like
"wielders of hammers": they see the world as mainly consisting of nails.
But sometimes a problem is not a nail. My more generalist,
subject-oriented approach means I may recommend one game to use an
open-source engine with independent contractors providing art in a
distributed environment; another to have an intensive custom-built
engine and tool-set with an established team; and a third to be a
(deceptively) simple live-action set of rules that works extremely
well in, say, a classroom environment. Thus my focus is not on
pushing the means to the game, but on serving the game itself - what
it is about, and the best way to deliver it.
|