I've got an interview with another great industry veteran. If you've been playing games for a while and have ever read a strategy guide, there's a good chance it was made by him!
Ted Price founded Insomniac Games in 1994 as an independent developer. Now based in Burbank, California, the studio has grown to become one of the most most highly-regarded in the industry. It has created a steady stream of hits, ranging from its first title, Disruptor, to the Spyro the Dragon games, to the enormously popular Ratchet & Clank series. The company is also considered one of the best small businesses to work at in America, noted for its relaxed environment, flexible hours, yoga, Fragfest Fridays, movie nights, and indoor 7/11. Price is also the Chairman of the Academy of Interactive Arts and Sciences, and has been very active in the industry’s efforts to combat anti-videogame legislation.
Mary Beth Haggerty is a Sims Division Development Director at Electronic Arts. She has worked on 10 titles including the Sims2 base game and many Expansion packs. Before coming to EA, Mary Beth worked at ILM contributing to 10 feature films and 23 commercials. When she is not shipping 5 products a year, she enjoys the food and wine culture of San Francisco and loves to travel.
Dr. Ray Muzyka and Dr. Greg Zeschuk started Bioware in 1995, which in the years since has proven itself to be one of the industry's most consistent developers of high quality games.
Full Sail Real World Education is a school located in Winter Park, Florida. It caters to those interested in new media, with degree programs in Computer Animation, Digital Media, Entertainment Business, Film, Game Design & Development, Recording Arts, and Show Production & Touring. Full Sail offers associate's and bachelor's degrees after 12 to 21 months of an accelerated schedule.
Jake Kazdal has been around the block in a relatively short time, having worked in studios as disparate as Tetsuya Mizuguchi's United Game Artists, where he worked on such titles as Space Channel 5 and Rez, to Electronic Arts' Los Angeles studio, where he is currently working on Steven Spielberg's still-secretive project.
Parsons New School for Design is considered one of the leading art schools in the US. Matt Plotecher is a student at Parsonâ??s, and heâ??s sharing with us his thoughts on the schoolâ??s Design and Technology MFA program.
Parsons New School for Design is considered one of the leading art schools in the US. Dustin "Dex" Smither is a student at Parsons, and heâ??s sharing with us his thoughts on the schoolâ??s Digital Design and Technology MFA program.
Ivan Sulic got his start in the industry as a video game editor for IGN.com. He'd gone around the block, as they say, before arriving at this current position at Flagship Studios. Being a developer with a very independent sensibility, Flagship has allowed Ivan to spread his wings, and explore areas outside of the purview of his position. He seems to be doing a bang up job.
Anna Kipnis works for Double Fine, the studio founded by Tim Schafer, and helped develop the critically acclaimed title Psychonauts. A major theme of her interview is to roll up your sleeves and dive in, and I agree that nothing beats the inertia that you can get once a project (that you are really making) starts to take shape. It's priceless and it can turn out to be the work that lands you your first gig. To remind people in this situation, we have an open source area on our Wiki to let people do exactly this.
When we started thinking of the key people that could truly inspire new developers to keep pushing forward on their goals of a video game career, one name kept coming up. Alex Ward. As you will read, it was no easy feat for him to get started, but he made it!
Here's an exclusive interview, from one of the most creative Japanese designers in the world. Known for games like Parappa the Rapper and Vib-Ribbon, he explains how he sees a career based on innovation.
We just got an exclusive interview, with Tricia Gray from Flagship Studios. It's a different interview than we normally do here at DPERRY.COM, however as it's an incredibly important job, and because she has an interesting angle, we bring you Tricia's interview.
We bring you an exclusive interview, from a TRUE Video Game Pioneer... The guy that won the Lifetime Achievement Award for 2005, the co-creator of Defender, Robotron & Smash TV... An amazing guy, who takes the time to answer all our questions.
We get an exclusive interview with Warren Spector, one of the key people in the industry that makes the "Game Design God" list time and time again. He's worked on games like System Shock, Thief:Invisible War, Deus Ex and Ultima Underworld I & 2.
Ed Boon is a very famous game designer / programmer known for shaking up the entire Fighting-Game Genre with Mortal Kombat. He's had an incredible career, and we're honored that he's taken the time to exclusively answer our full set of Questions, to give advice to the game makers of the future.Â
Harvey Smith was a game designer with ION Storm (Austin), working on Deus Ex and Thief. He's now at Midway, and Harvey shares some wisdom on getting started in the industry as a designer, and discusses the path that he personally took, rising through the ranks of QA.
Is reading sheet music a necessary skill for a musician in the game industry? What's the ideal set-up for a budding game score composer? Does your garage band have a shot at playing the soundtrack for a game? Find out what game composer Tommy Tallarico has to say!
We have an exclusive interview with Mark DeLoura, who's responsible for communicating highly technical information with the professional game programmers, that work on Sony's videogame platforms. He was also the editor on some of the amazing "Game Programming Gems" books.
Creating videogames for a living is the ultimate dream for many gamers. Who hasn't finished playing the latest blockbuster title and thought of some way to improve it? If you're thinking of taking the plunge, find out if Full Sail is for you.
Learn about making music for games from a guy who uses guitars, trumpets, violins, kazoos and anything else that can "poop out" music that people like, George Alistair Sanger.
Artist Joby Otero discusses what it takes to succeed as an artist in the games industry. You'll hear about the tools you should use, the money you can expect to make as well as whether or not paper-and-pencil skills are required for success.
Joey Kuras is a sound designer and weighs in the tools you need to get the job done and offers advice on getting started in this interview on DPERRY.COM.
Eric Dybsand is a well respected member of (AI) community in the gaming industry. In this interview he shares his insights on getting started in the art of AI, why one might choose to freelance and suggests resources for budding AI programmers.
In this interview, originally from August 2001, Manjit Jhita discusses life as an animator and the transition from filme/TV into video games. Manjit has since joined the team at Shiny, playing a key role in the animation for Enter The Matrix.
Nathan Walpole, animation lead on Halo 2, discusses life as an animator. He provides tips for beginners, advice for those seeking jobs and talks about inspiration.