|Session Name||Baggies, DVDs and Bitstreams: How to Reinvent Yourself in a Dynamic Market|
|Track / Format||Game Design|
The good old days weren't as good as they say and tomorrow is not as bad as it seems. Okay, you have to be from the good old days to even get that. I started my career in games drawing on graph paper and manually converting the images to hexadecimal. Games in those days were typed in from magazines or zipped into baggies for the AAA titles. Throughout my 26-years, I have held many roles in art, technology, finance and management, yet, through it all, I have continued to reinvent myself around the projects and trends I felt were the way the industry was heading.
This lecture will offer several specific methods of retaining and refocusing your personal outlook and, therefore, your professional career in games. This industry, maybe more than any other, moves and changes at a blindingly fast pace, yet, products can take years to go from concept to consumer. Specifically, I will share my personal mantras (flat line of development, the big idea interview, be the biggest fan of other's IP, and more) and my process for challenging my own creative assumptions, which has helped me keep pace with this dynamic industry.
These are learnings from making games, like the Lion King for SNES and Genesis from scratch in 7 months with 13 passionate people, or building the original BOOM BLOX prototype with one contractor and one full time employee, all the way to focusing a massive team to deliver games as complex as Blade Runner and Command & Conquer. This is intended to be a career case study spanning decades with the goal of giving solid examples of success and failure.