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I started my career in software engineering at Boeing, coding network software on Macintoshes. That turned into technical consulting for A.P.D.A., Apple's early push to build developer support around their new platform. I next worked at Apple testing Macsbug, the Macintosh low-level debugger. I worked my way into application development on ResEdit, learning a lot about User Interface design from their internal UI group. I made a clean break from development tools to working on games at Sierra Online, where I ported and shipped 10 Mac games in two years. My engineering game work continued at Digital Pictures, Stormfront Studios, and 3DO. During this time I transitioned to two new skill sets, Windows programming, and game design. I also worked on console games at 3DO. Throughout my career I took advantage of time between jobs to build products that grew my skills. Little did I know this would eventually qualify me to start and run my own game development business. With several products shipped including three games and even a radio play, I look forward to growing my business with new products and consulting work. However, I consider independent work and employed work equally enjoyable. As much as I love an independent's freedom, I miss working with great teams on larger projects.
Specialties:
Directing a creative vision, doing the dirty work necessary, running a personal business, organizing workers, coding gameplay software at high and low levels, writing interactive narrative. My emphasis is interactive narrative design.
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keith nemitz's Comments
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Comment In: DICE 2012: Putting story before gameplay 'a waste of time' says Jaffe [News - 02/09/2012 - 04:49]
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Another rant about a particular ... Another rant about a particular cluster in the gamiverse. Surely, not all AAA designers are this isolationist. |
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Comment In: Principles of an Indie Game Bottom Feeder [Feature - 02/09/2012 - 04:00]
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There's so much wisdom in ... There's so much wisdom in this article, it takes my breath away. Thank you, Jeff. um, about Avadon... I started it, was intrigued to play well into the first dungeon, until it got too grindy. I'm more interested in advancing the story than leveling up. Likely I'm an 'end of ... |
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Comment In: Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [Blog - 02/09/2012 - 11:55]
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Celebs need to continue to ... Celebs need to continue to deliver, or their fame level will drop. If Tim and Ron hit two bases with their next adventure, contributers will be happy, but if they hit a home-run, contributors will return in the same and greater numbers. 1 for Jordan Mechner and Eric Chahi -1 ... |
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Comment In: DICE 2012: Is the publishing model broken? [News - 02/08/2012 - 08:05]
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Power will shift from publishers ... Power will shift from publishers to portals, not developers. A few, successful developers may become mini-portals, but that's the best it'll get. Tomorrow, Apple could reverse the split for products at the App Store like Microsoft did , and developers would still upload more apps than customers could track. |
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Comment In: Interview: Seamus Blackley's new team of Atari coin-op superstars aim for iPad [News - 02/02/2012 - 09:50]
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Add The Woz and they ... Add The Woz and they would be perfect not actually sure if Woz worked there more than part-time, though... |
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Comment In: The role of self image in video game play [News - 02/03/2012 - 02:44]
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So, for example, a historical ... So, for example, a historical fantasy game about your family's ancestors might be well received. Especially, if the story s offer choices reflecting a range of personality. Hmm, I should go try and make that... :- 7grandsteps.com |
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