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February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
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Features
 

Mike Lopez

Mike is a seasoned Design Director with 17 years of industry experience (formerly of EA, Radical and THQ). His expertise lies in the systems, mechanics & feature design and direction of racing, combat and character-action console games. He has designed, directed and balanced most of the gameplay systems, mechanics and driving physics for several versions of Road Rash and for Scarface: The World is Yours and has also done design and direction work on several EA franchises including James Bond. Most recent Mike was a Senior Creative Manager at THQ working with multiple creative teams and helping with the evaluation and evangelism of new game pitches.

Unsatisfied with the heavy glut of theory-based design articles Mike initiated his series on Gameplay Fundamentals in order to help fill the void of practical, gameplay-focused design, level production and execution process articles.

Outside of gaming, Mike has a passion for international adventure travel. With 64 countries now to his passport-stamping credit he is especially fond of visiting fantastic archaeological and historical destinations (providing ample material for his gaming imagination). Mike recently returned from an extended sabbatical traveling through Africa and is now considering the formation of a new action/racing studio. You can read all about his adventure travels, view his travel photos and check out his occasional tech or gaming posts at www.vagabum.com/blogs.

Quick links to the Gameplay Fundamentals series:

  • Gameplay Fundamentals: Gameplay Progression
  • Gameplay Fundamentals Revisited: Harnessed Pacing & Intensity
  • Gameplay Fundamentals Revisited, Part 2: Building a Pacing Structure
  • Gameplay Fundamentals: The Identity Crisis in the Racing Genre


    Features by Mike Lopez:
    Gameplay Fundamentals: The Identity Crisis in the Racing Genre [03.11.09]
    Gameplay Fundamentals Revisited, Part 2: Building a Pacing Structure [11.26.08]
    Gameplay Fundamentals Revisited: Harnessed Pacing & Intensity [11.12.08]
    Gameplay Design Fundamentals: Gameplay Progression [11.28.06]
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