Ted Brown's Blog
Ted has been a game developer for over 12 years, and has shipped 11 games. He is looking for a great opportunity to leverage his
dizzying array of mad game skillz diverse portfolio of experience on console AAA, mobile, social, and virtual reality platforms. Highlights include:
- Lead Level Designer on Tomb Raider: Underworld (Wii)
- Lead Programmer on Epic Skater, published by Kongregate and featured on Apple and Google Play stores
- Project Director on Math Monster Carnival, developed in conjunction with the Center on Teaching and Learning
Other vainglorious but sadly necessary (albeit valid) descriptors include:
- Known for an ability to comprehend new systems quickly and work efficiently inside them.
- Proven track record of diagnosing and solving complex, multi-disciplinary technical issues.
- Recognized for outstanding work as a leader and organizer in the tech community.
- Business owner and entrepreneur, handling full projects and engineering contracts.
Our team hacked together an interactive journey driven by microphone inputs, bringing together the audience, performer, and experience. Here's how it worked.
Indie Game Con is no longer going to show indie games "in development." We think it's time for a change. Here's why.
How should commercially-focused designers approach the mobile space? This article suggests starting with the interface, using explanations and examples to describe why.
Can a "mainstream" indie game survive the Greenlight process? The creator of Chess Heroes has his doubts.
A brief glimpse into the stress, joy, disappointment, and glory that goes hand in hand with indie game development.
Being "bored of games" as a developer is a demoralizing state of affairs. But how could the CEO of a game company admit to this? It turns out there's a connection between personality types, social interactions, and game interactions that could explain it.
Ted Brown's Comments
[Blog - 09/08/2015 - 01:36]
Great post, Charles. Thanks for ...
Great post, Charles. Thanks for all of your hard behind the scenes. r n r nI 'm an industry veteran who decamped to a small city with an oddly large game developer per capita ratio: Eugene, Oregon. r n r nI 've watched both our city and Portland grow their ...
[Blog - 05/04/2015 - 01:51]
What 's interesting to me ...
What 's interesting to me is the way that cities with established game development HISTORY but not COMMUNITY can diverge as early as Stage 2. Eugene, Oregon, where I am based, has a 30 year history of game development, but until recently did not have any sort of community. But ...
[Blog - 06/18/2014 - 08:59]
First off, I know you ...
First off, I know you 're in a tough spot. I sympathize. r n r nBut I wanted to reach out specifically because, by all accounts, you are shedding people left and right, and don 't know why. You end up taking more and more control just to get things ...
[News - 12/19/2013 - 01:02]
Awesome, thank you It 's ...
Awesome, thank you It 's always great to pull up old games for the first time or after decades and discover great design choices. They 're much easier to locate when the play cycle is shorter, and it 's great inspiration for jams. r n r nI 'll make sure ...
[Blog - 11/18/2013 - 04:54]
Speaking as an indie developer ...
Speaking as an indie developer looking for a storefront, I 've written Humble twice and never heard back. While Greenlight is a hard grind, at least it makes sense. Not getting any response at all is... frustrating. To say the least. r n r nAt the same time, I know ...
[Blog - 11/18/2013 - 01:34]
Handling the giant divide between ...
Handling the giant divide between new and returning students was always the hardest thing to overcome when I was teaching an after-school game creation program. Kudos for having the guts to go in there, and congrats on pulling it off