Gord Cooper's Blog
Here's a shortish wall of text for you to climb, where I talk about the stuff I've done. I assume you didn't come here by accident, so you'd be delighted to know all about my work at EA Sports on SSX, and the titles I've worked on at IUGO Mobile Entertainment, like the Animal Academy series of games, Sunshine Cruise Lines, and the blockbuster hit 'Knights & Dragons' for our partner, GREE Inc.!
After my work with IUGO, I moved on to DeNA Vancouver, working on a couple different series, including 'Transformers: Battle Tactics'.
Beyond IUGO, I worked with Kemojo Studios on 'Tap Cats: Idle Warfare', but have most recently found myself in with the good people at Roadhouse Interactive, where I'm enjoying working on projects I can't talk about here ;)
Please be sure to check out my story Without You, as well - I worked a long time to craft it to where it's at, and I'm really pleased with how it turned out. Throw me some feedback, I'll throw you the whip!
Recently, I was given the assignment of taking a favourite game, and deconstructing it. I did, and here it is. Hope you like it! Referenced materials are easy enough to find, but I will cite at the end of the paper itself.
Gord Cooper's Comments
[News - 04/27/2016 - 07:44]
[News - 02/09/2016 - 03:01]
[Blog - 01/04/2016 - 01:31]
This is absolutely fascinating stuff, ...
This is absolutely fascinating stuff, thank you so much r n r nThis, however, is the pinnacle of irony - The author is wscjyiyi, as she states if someone repost the article, her name should be indicated.
[Blog - 12/30/2015 - 11:51]
[News - 12/14/2015 - 04:44]
Developing platformers/scrolling screens on PC ...
Developing platformers/scrolling screens on PC was hell, and largely unheard of at all at the time this was developed. The memory drain to create that scrolling draw effect was insurmountable with existing memory managers. Duplicating this genre on PC was a nightmare, and these guys crushed it, with the caveat, ...
[News - 12/14/2015 - 04:16]
Great breakdown for designers and ...
Great breakdown for designers and enthusiasts alike. Even if you aren 't currently designing combat systems, this is a good read that shines a light on the breadth of consideration in a particular system branch. r n r nSomething like this would make a good series, if the breakdown could ...