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September 19, 2014
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scott stevens's Blog

 

Heya...

I'm the Creative Director for a small start-up in San Francisco called Tall Chair.  We create mobile, social touch interface experiences for the iPhone, iPod Touch and iPad.  Our most recent release was Cowboys vs Zombies for the iPhone and iPod Touch. 

As Creative Director for a small company, my role here is to basically oversea and direct all of the creative content for our titles.  This includes and starts with the Game Design, and filters into Art Direction, the gathering of appropriate art talent, some Marketing, and in the most dire of times actually getting my hands dirty creating content myself.  

I started my career as a production artist doing general 3D art tasks that included landscapes as well as character modeling for an animation studio, and from there I actually moved into a Producer role at Lamplighter Studios, where I oversaw the production of projects such as Dragon Wars and Vampire Wars (both Facebook titles made in a partnership with Zynga), the Aurora Feint series for the iPhone, Earth Eternal (MMO), and hundreds of characters and assets for Playstation Home.  My work in Playstation Home slowly transformed from producer type tasks to more and more design, which was interesting to me and a better fit so I made the transition to Game Designer.  Since leaving Lamplighter in 2009, myself and a few of my colleagues have formed Tall Chair, and that brings us to the present.

 

scott stevens's Comments

Comment In: [Blog - 01/10/2014 - 03:45]

nice. ...

nice.

Comment In: [Blog - 01/11/2014 - 07:14]

On the art pipeline - ...

On the art pipeline - consider bolstering your one-man art team with college students and recent grads. My old company did this and it was a great experience all around. We used to outsource the bulk of our art, but when I realized that we could spend the same amount ...

Comment In: [Feature - 01/10/2014 - 02:00]

@Matthew: r n Perhaps those ...

@Matthew: r n Perhaps those of us in the development community need to ask ourselves why we are so quick to give away the store for a few notches on the charts. r n r nBecause only those games that are in the top places on the charts get played. ...

Comment In: [Blog - 01/10/2014 - 05:45]

My guess is that this ...

My guess is that this has to do with the market culture on iOS vs that of Android. Android is widely viewed by users and developers as a shareware market - the typical user here is more averse to paying for games and apps than the typical iOS user. r ...

Comment In: [News - 03/25/2013 - 04:58]

It 's not about nickel ...

It 's not about nickel and dime ing players - it 's about creating a great game that makes enough of a profit so that you can create another great game. Game Developers need to eat, pay rent, buy their kids shoes, and everything else.

Comment In: [News - 03/27/2012 - 03:39]

@Michael - I think the ...

@Michael - I think the main difference here is choice. Weeds do not choose to pop up in the garden where they do harm - but thinking people run companies. Companies are not mindless automatons that run per chance. People running companies make the decisions that cause harm. Even if ...