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Blogs

Jamie Fristrom's Blog   Expert Blogs

I founded Happion Labs in 2012. But I've been making games for a lot longer than that.

My biggest bragging right: I was a programmer, technical director and designer (and the second employee) at Treyarch, instrumental in helping it grow to the juggernaut it is today, but of all I did there I'm most proud of inventing the dynamic, physical swinging system in Spider-Man 2...loved even by Zero Punctuation! Spider-Man 2 has made a lot of top-games lists and was nominated for Excellence in Gameplay Engineering by the AIAS. 

After Treyarch I was partner, technical director, and designer at Torpex Games where, with help from Richard Garfield, I invented the game Schizoid--"The Most Co-Op Game Ever"--available on Xbox Live Arcade. Schizoid was in the PAX 10 and nominated for both Best Original Game and Best Co-Op in the XBLA awards.

I also wrote the "Manager in A Strange Land" column for Gamasutra and I think I hold the world record for writing game development post-mortems in Gamasutra and *Game Developer* magazine. I was also on the committee for the IGDA Leadership Forum for several years.

Expert Blogs

Rapid Level Creation On A Budget With Google Warehouse And Unity Pro - No Artist Required  Featured Blogs
Posted by Jamie Fristrom on Thu, 30 May 2013 06:46:00 EDT in Art
How I used SketchUp, stock assets from Google Warehouse, and Unity Pro to make most of Energy Hook, with little to no artist skills of my own.
Read More... | 16 Comments

Kickstarter Fu  Featured Blogs
Posted by Jamie Fristrom on Wed, 22 May 2013 05:58:00 EDT in Business/Marketing, Indie
Some of the strategy and tactics Jamie Fristrom used when launching the Energy Hook kickstarter.
Read More... | 1 Comments

   

Jamie Fristrom's Comments

Comment In: Rapid Level Creation On A Budget With Google Warehouse And Unity Pro - No Artist Required [Blog - 05/30/2013 - 06:46]

Side note: it 's called ...

Side note: it 's called Trimble Warehouse now and has been for some time, I just can 't stop thinking of it as Google Warehouse.

Comment In: Kickstarter Fu [Blog - 05/22/2013 - 05:58]

Rereading this today I hate ...

Rereading this today I hate the sound of it. I come off as one of those Look at how my hard work paid off types and that 's not how I feel. How I really feel is lucky that I 'm able to raise any money at all being at ...

Comment In: 'I think most game designers really just suck' - Richard Garriott [News - 03/20/2013 - 05:30]

Richard, you 've been my ...

Richard, you 've been my first game developer hero ever since I took that class in adventure-game-making-on-the-Apple-II from you at Computer Camp in Tahoe while you were working on Ultima 2. I know it 's easy to say stupid things in a live interview - but it 's also easy ...

Comment In: Does PlayStation Mobile have what it takes to attract indie devs? [News - 08/30/2012 - 04:14]

For another data point, I ...

For another data point, I 'm liking Playstation Mobile so far. sixty second shooter Deluxe runs at least at 30 fps on every device I 've tried it on I love C and I haven 't found a single outright bug in the API yet, though I do have a ...

Comment In: Opinion: How not to go insane while working from home [News - 07/20/2012 - 04:16]

I really should try to ...

I really should try to implement the regular hours thing ... r n r nFor game developers working from home with kids, there 's an Indie Game Developer Parent facebook group: https://www.facebook.com/groups/425451814143723/ r n r nCome on down

Comment In: Indie dad survival tips [Blog - 05/29/2012 - 08:22]

I 've been wrestling with ...

I 've been wrestling with this too I even blogged about it myself just a couple weeks ago: http://www.gamedevblog.com/gamedevdad/ r n r nGreat to know I 'm not alone. We should start an 'indie gamedev parent ' support group or something.

[More Jamie Fristrom Comments]   

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