I have been developing and producing games since 6502. I designed and programmed my first best-seller, The Prisoner, based on the Patrick McGoohan television series, for Edu-Ware in 1980. I later formed my own company, Electric Transit, which developed 3D simulations in collaboration with NASA/JPL scientists and was Electronic Arts' first affiliated label publisher.
In 1987, I was hired as the very first game producer at The Walt Disney Company, where I produced DuckTales: The Quest for Gold. Other notable games I have produced since include Harlan Ellison's I Have No Mouth, and I Must Scream for Cyberdreams, Heroes of Might & Magic III & IV for The 3DO Company, and Vampire: The Masquerade - Bloodlines for Activision.
I am currently Senior Producer at Say Design; am Course Director, Game Production Program at The Los Angeles Film School; co-authored the Boy Scouts of America Game Design Merit Badge manual; and publish a daily newsletter, The Games & Brains Daily, with articles about game-based learning, gamification of the classroom, and game development for kids.
Follow me at @David_Mullich.
Everyone has their favorite gaming moment. It might be an amazing boss fight, or a twist in the game narrative that took you completely by surprise. These are the defining experiences that live on in our memories, the reasons why we play video games.
Immersion is one of the reasons why players play games. Immersion, when properly done, appeals to our desire for novelty through new and imaginative experience. However, the trick is in getting the details right.
When I greeted my game production class, I was disappointed that there were no women among the fifteen students. I've worked with female programmers, producers and executives throughout my career -- but why aren't there more of them?
A hot topic among educators is flipping the classroom, where students watch the teacher's lectures online at home but do their homework projects in class. I've just started teaching a class in game production and want your ideas for short projects to do.
In the second of my two-part article on managing the milestone development process, I discuss the reasons why a milestone may be rejected and how to handle the situation.
Many game projects are doomed from the start due to poor planning or unrealistic expectations. Here is some hard-earned advice about planning and delivering milestones that will keep your development (and payments) on schedule.
[Blog - 08/20/2013 - 12:00]
How then do you explain ...
How then do you explain the high percentages of women in such risky professions as acting, art, and fashion design How about all the female entrepreneurs who have started their own business in retail, restaurants, manufacturing, services, etc., when the average new business has an 80 chance of failure within ...
[Blog - 08/13/2013 - 12:00]
[News - 04/18/2013 - 09:39]
As one of the creators ...
As one of the creators of the new Boy Scout Game Design Merit Badge, I couldn 't be happier that the girls are getting one too
[News - 04/03/2013 - 01:42]
It was inevitable that Disney ...
It was inevitable that Disney would fold the development and publishing of Star Wars games into its Southern California operations, but still, I feel a disturbance in the force, as if hundreds of voices suddenly cried out in terror and were suddenly silenced. Hopefully, they won 't be silenced but ...