|
|
|
 |
Game Designs
(1983 -
Present)
|
Background:
When I saw my first computer, I didn't see a plastic box filled with
silicon chips. I saw stories. I saw a medium for involving people within
stories like they'd never been before, engaged in a dialog with the author
where neither was really certain where the road would lead, or how the
tale would end.
With eyes wide in amazement, I determined on that fateful day to breathe
life into stories that only this new medium could tell. To that end I
learned to program, so as to implement my own ideas.
Over the years, I have variously designed, implemented, written and otherwise
contributed to a great number of game designs. There have been many, from
ones inspired by Ultima, Wizardry, or Car Wars, one called
"Thief" back in early '95 whose one-page skinny reads like an exact description
of the game later released by Looking Glass, Lode Runner 2, and
many, many more.
What follows below is an excerpted list of game designs in reverse chronological
order. I have listed those games which were entirely mine in both design
and programming, as well as those which were merely major designs taking
more than a few weeks to conjure. They illuminate various aspects of the
game design process, and each, in their own way, has a tale to tell.
|
Major
Game Designs
|
|
Rexx
Copiously
Based on the famous Macintosh game PegLeg, Rexx was
a design created by us at Buzz in order to showcase our cross-platform
code base.
|
|
|
Dune
A solicited design at Buzz Software, we were asked by associates
at Interplay to come up with a new game interpretation of Frank
Herbert's Dune novel for submission.
It didn't win the contract, but it was certainly a fun exercise...
|
|
|
The
Breed
A fun concept utilizing the concept of genetic "breeding"
of units in a 3D RTS, The Breed went through a period of
life as a boardgame before we ever set down to write a line of code.
|
|
|
Venice:
1499
Venice: 1499 is a design for an action/adventure game rooted
deeply in history. Blamed for a murder you didn't commit, you must
find the guilty party and restore your innocence in a world on the
brink of societal and technological revolution.
|
|
|
Summoning
of the Jinn
As we all sat around one day asking ourselves why no one had ever
done a modern interpretation of Archon, I had a brainstorm
that turned into this little design.
|
|
|
Ghost
In The Machine
Ghost ITM was a revolutionary game concept that is only
now (2001) being exploited by game developers. An adventure/mystery,
this game was meant to reach out, to involve the player far more
than what he saw on his computer screen, as the game intruded on
your real life with e-mails, faxes, pages, etc.
|
|
|
Lode
Runner Online
My work on Lode Runner LTR and Lode Runner Online
was both as Lead Programmer and designer, insomuch as there was
no significant design and most of the elements were brainstormed,
created and balanced by the programmers on a day-to-day basis. I
went on to do the first pass of design for Lode Runner 2,
which underwent significant redesign after my departure from Presage.
|
|
|
Ezanya,
a ZZT Adventure
A text-based adventure game maker by the founder of Epic Megagames,
my initial foray into the world of professional gaming netted me
a 1st place prize in a nationwide game-design competition.
|
|
|
Ellandar
While not technically a game design unto itself, Ellandar
was a rules-customized D&D campaign into which I poured years
of effort and thousands of pages of writing. It has served as the
progenitor of many of my computer game ideas since.
|
|
|
Apple
2 Games
My initial games can be found here, including complete rip-offs
of Ultima II and Wizardry, original text-adventures
and an incomplete Ultima V challenger.
|
|
|
|
|