I've always been a storyteller. I grew up playing Dungeons & Dragons and every other tabletop role-playing game I could get my hands on. I eventually earned my BA in English from Boston University where I was a Gold Key merit scholar.
Before I got my break into video games I worked for years as a freelance writer and illustrator. Then I got my chance, and for the past 18 years I've been a creative professional in the video games industry. You might know my work on games like Halo, Halo 2, SOCOM 3, or FarCry 2. You might have played some of the stuff I helped publish, like Dungeon Siege 2 or Jade Empire. Maybe you're even old enough to remember Oni, PacMan World 20th Anniversary, Vigilante 8 or the first game I ever worked on; Apocalypse (starring Bruce Willis).
A big part of every one of my jobs has always been writing - everything from text mission descriptions, voiceover dialogue and cinematic scripts all the way up to creating entire game intellectual properties.
In my most recent gig, I was a founder and Executive Creative Director at the mobile game studio Industrial Toys. As I was working on the flagship game Midnight Star, my youngest child asked me. "Daddy, will I be allowed to play your new game?" I had to say no. It's a shooter after all. And as I said it, I realized that it was time for me to make a change.
Now I’ve dedicated myself to my writing. I'm determined to do creative work that’s timeless, and accessible to audiences of all ages.
(And maybe talk a little bit about games along the way.)
Please visit my website: www.hardylebel.com.
Tips for strengthening your creative process, and techniques to help you capture your creative ideas.
Tips for capturing and communicating your creative intentions.
Why do we rage at games, and can the built-in social tools of gaming help cure gamer rage?
Part Three of the series about depth and data design in Halo: Combat Evolved.
Please join the conversation at www.hardylebel.com
A definition of "depth" in games, and a pop-quiz.
What do you do, hotshot?
WHAT DO YOU DO?
Revealing the Number Three Universal Truth of Game Development. And also some stuff about the design of Halo.
Please visit me at www.hardylebel.com
[Blog - 10/10/2016 - 09:46]
That 's an interesting observation. ...
That 's an interesting observation. I would make the counter case that, if people naturally jump to a particular conclusion when you make that kind of a comparison, it 's probably worth taking their assumptions into consideration as you 're actually designing the game. The conclusions that people jump to ...
[Blog - 07/10/2015 - 02:51]
Great comments everybody - thanks. ...
Great comments everybody - thanks. r n r nI think the origin of the rage is complicated - yes, it has a lot to do with the fact that we are frustrated in a team-orientated game. And I agree that trueskill ranking systems don 't seem to help all the ...
[Blog - 07/10/2015 - 02:51]
[Blog - 03/23/2015 - 12:53]
I think simply claiming that ...
I think simply claiming that crunch is bad isn 't really the right conclusion. All of the AAA franchises I 've worked on Halo:CE, Halo 2, SOCOM 3, FarCry2 had crunches associated with the projects, and some of them were truly brutal. But I think the results speak for themselves. ...
[Blog - 01/20/2015 - 04:58]
Thanks for the comments guys. ...
Thanks for the comments guys. r n r nSam - I actually answered your question in depth over on my personal blog: www.hardylebel.com. r n r nOther folks had similar questions about the camo fade rate. I hope you 'll stop by and check it out r n r n- ...
[Blog - 01/05/2015 - 01:17]