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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 - 11/23/2015 - 07:41]

I loathed the take-home tests ...

I loathed the take-home tests as a programmer and just can 't bring myself to require it of people. What we did for our artists was to offer to purchase the results of the test if we found it satisfactory. That way I feel I 'm not asking them to ...

Comment In: [News - 10/28/2015 - 10:26]

That 's not weird, I ...

That 's not weird, I am running my servers on Unity as well. -nographics I need is the physics engine but Unity does not provide a simple way of converting a scene into something non-unity for running physics at least not that I could find 2 years ago when we ...

Comment In: [Blog - 10/23/2015 - 01:24]

My first definition of success ...

My first definition of success came from the woman who owned the bridge club I played at in Manhattan. Getting paid to do that which you would do anyway . When I founded my studio I changed my definition of success to Getting to choose my own work.

Comment In: [Blog - 10/07/2015 - 12:16]

We 've been debating this ...

We 've been debating this elsewhere but I think it important enough to bring it here. This is one theory of hiring. It takes an enormous amount of time to seek out and find those elite players and then you have to filter for those who just THINK they are ...

Comment In: [Blog - 09/11/2015 - 03:58]

This reiterates something I have ...

This reiterates something I have believed for a very long time. You need to design multi-player from the very beginning, it just does not tack on easily. Just the addition of asynchronicity alone can wreak havoc, especially on things like insta-kill because the server may say otherwise and then what ...

Comment In: [News - 09/11/2015 - 04:54]

Going after the scammers is ...

Going after the scammers is the only way to keep the platform alive. As someone who spent every penny of her KS and more on the team that is building the product, I applaud this. I grow weary of a world in which people are free to ruin every good ...