I have worked for 7 years as editor, second editor in chief and editor in chief for the biggest Romanian games magazine Level. After that I worked for Computergames.ro, where I did some editorial work as well as localization work for a few MMO free2play games, 3D and browser based.
Later I was hired by Fun Labs, where I worked for ten months as a lead game designer for Rapala Pro Bass Fishing (2011), until the project passed the beta phase and most of the certifications. We made the game for 5 platforms (PSP, PS2, PS3, Wii and XBOX360) and in 5 languages.
Since my wife, Laura Bularca, was hired as a producer for Milestone SRL, we moved to Milan, Italy where I did a few months of quality assurance, working for Superbike series and WRC series.
Last year we moved to Sweden, becasue my wife started as a producer for Simbin. I have acted for while as a Producer position at Simbin (I have released Raceroom the Game 2) while performing some quality assurace as well, when necessary.
Later on I became a Poducer/Product Manager at a mobile games company in Sweden called ICYou where I am curently acting as a Studio Manager/CTO. Here we develop branded mobile competional games with on of the biggest soccer clubs in the world - Real Madrid, Liverpool FC, AC Milan, AS Roma, Manchester City FC, FC Barcelona, Chelsea FC and others.
I am also the owner of a small game design and project management consulting company called Jovian Industries which, strangely, I use mostly for my secondary passion work, Photography.
Gaming during working hours in a video games developing company is forbidden, in my experience. I think it is a bad and absurd rule and it is made only to hide internal problems, that should scare away any future employee.
[News - 11/14/2014 - 05:18]
[Blog - 04/03/2014 - 01:52]
Crunch... Forcing , actively or ...
Crunch... Forcing , actively or passively, people to give up their free time and sometimes life, to make money for you... How in this world is this fair in any way On this side of the ocean, it is pure evilness even if it is happening anyway in Germany, in ...
[Blog - 03/04/2014 - 09:37]
[News - 03/20/2013 - 05:30]
The games that are actually ...
The games that are actually good these days are the result of collaborative design. Most of the team is actively participating in the process and the designers are just a part of the team, not the damn leading creative energy . When there is no team available, like in the ...
[Blog - 10/12/2011 - 11:51]
[News - 08/08/2011 - 11:45]
I was just talking about ...
I was just talking about this fact with my wife this morning, with emphasis on the fact that most of the game design books out there are still talking 25 of design and the rest about ideology, marketing and production. They do not contain actual detailed design examples. Luckily she ...