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Judy Tyrer's Blog

 

Founder of 3 Turn Productions LLC and creator of Ever, Jane: The virtual world of Jane Austen, Judy Tyrer would have decided to become a game developer had she known that as an option at the age of 9 when she first tried to figure out how to build a robot that would play games with her.  She did not succeed, but her passion for games never faltered.  After graduating from SMU with a double major in English Literature and Secondary Education (with a minor in Geology), Judy started in the Serious Games Business at Control Data Corporation where she had the unique privilege of workong on PLATO, a computer based education system.

From there Judy moved into the computer industry working on distributed UNIX operating systems, specialing in File Systems.  During this time she served on the File System Consortium for the Open Software Foundation (OSF).  Her paper, "Adding Tightly Consistent Replication to OSF's DFS" was published by Uniform.

During the www.yourjobhasgonetoindia.com period, which decimated the enterprise software industry in the US, Judy decided to go back to her game playing robot fantasies and joined the game industry. Judy worked at Ubisoft on the Ghost Recon series as a network engineer and mutli-player engine specialist.  From Ubisoft, Judy moved to Sony Online Entertainment as Lead Engineer for the Denver office.  She was then tapped by Linden Labs as Senior Engineering Manager for the Engine Room, the team responsible for the Second Life Servers.

Ever, Jane: the virtual world of Jane Austen just met its kickstarter goals at the end of 2013 and is scheduled to launch January, 2016.

 

Member Blogs

Posted by Judy Tyrer on Fri, 31 Jan 2014 07:59:00 EST in Business/Marketing
A discussion of how distributed development enhances communication within the team and other reasons for ending the lock-step commute to the office.



Judy Tyrer's Comments

Comment In: [Blog - 02/24/2015 - 01:54]

I am not in the ...

I am not in the mobile game business but I took exception to the notion that most games are hard coded and wanted to suggest the solution is not to say code isn 't flexible but, perhaps, to write more flexible code. I came into the game industry from the ...

Comment In: [Blog - 02/13/2015 - 02:02]

In most industries, the ability ...

In most industries, the ability to take in new information and change direction is called pivoting and a sign of strong leadership. I 'm not sure why the games industry takes this behavior and calls it lying.

Comment In: [Blog - 02/05/2015 - 01:26]

In other words, making an ...

In other words, making an Indie game for profit and not just for your own enjoyment is a Business. Treat it like a Business. You wouldn 't start a battle in a game without your sword and your shield so think of your Accountant and Lawyer as your sword and ...

Comment In: [News - 02/03/2015 - 04:13]

I 've chosen to allow ...

I 've chosen to allow players to tell me what kind of hand holding they want. They have three choices. Tell me everything, just tell me new game mechanics, and don 't tell me anything, I 'll figure it out for myself all cleverly disguised as part of the game ...

Comment In: [Blog - 12/23/2014 - 01:40]

I 'm balking at the ...

I 'm balking at the intermingling of Distributed Development and Outsourcing. Distributed Development can also apply when the entire team is working for the same company but happens to be geographically distributed. Please, let 's not conflate these two as they are very different issues and each deserves its own ...

Comment In: [Blog - 12/17/2014 - 01:51]

We have early access via ...

We have early access via our web site and I have been debating whether to go with Steam as well probably not our biggest demographic market but we 'd catch a few there . r n r nPeople pay 25 for access to our game right now. The servers crash ...