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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 - 04/09/2014 - 05:24]

Voluntary crunch that you do ...

Voluntary crunch that you do because you really want to get this last feature polished or that art work up one more notch is one thing. I have no problem with voluntary crunch. r n r nAll team crunch, however, is an abomination. I was once assigned mandatory crunch when ...

Comment In: [Blog - 04/03/2014 - 01:52]

I 've launched a few ...

I 've launched a few games now and there IS a synergy that happens as you get close to launch and you really can 't stop it, nor do you want to. But, well managed, this can be a positive thing, not a negative thing. r n r nThe issue ...

Comment In: [Blog - 04/01/2014 - 12:45]

One of my favorite pieces ...

One of my favorite pieces of advice regarding contracts is to always modify them. This person just writes things in and initializes and then asks the other person to initialize, not because they want to change the contract, but because they want to know what kinds of issues they 'll ...

Comment In: [News - 03/18/2014 - 03:50]

Some people are interested in ...

Some people are interested in the product while others are interested in the process. Starting a studio is an internal as well as external journey. For those of us who are interested in process, the interior journey is where all the fun is. I 'm glad he shared. It 's ...

Comment In: [News - 03/04/2014 - 04:26]

Yes it is true we ...

Yes it is true we ve let 27 people go today, unfortunately it s something that every major studio has to do sometimes in order to ensure you have the right set up for current and future projects. r n r nI don 't know that I have the answer ...

Comment In: [News - 02/20/2014 - 03:34]

Pretty potent assumption there.... old ...

Pretty potent assumption there.... old people don 't buy games. We could accept this assumption, or maybe we could start opening up the older market. I do so weary of these marketing statements about all those people who don 't play games as if we, the game developers, have no ...