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Chris Toepker's Blog   Expert Blogs

 

Chris Toepker is a long time game industry professional, with particular expertise in innovative new categories, including games for mental health and toys to life. Additionally, he has long experience in both the US and China, making and marketing games of all sorts – from consoles to PC to mobile to tabletops, as well as organizing and activating fan communities.

He is now executive producer of "Champions Online" and lead producer on "Magic:The Gathering" MMO RPG at Cryptic Studios.

In the early 2000s he was key in launching "Magic: The Gathering" in China for Wizards of the Coast (WotC) and running organized play across Asia and Latin America. Later, he revamped and restored WotC's miniatures category with "Dungeons & Dragons" and "Star Wars" miniatures, launching them globally.

Afterwards he was the COO for Lamplighter Studios, a game service startup specializing in art assets, yet also delivered full games and even animated programs with 75 artists and programmers across Asia and greater China.

He also ran Upper Deck Asia, managing outsourced development (in China) of globally-sold cards, toys and collectibles as well as launching insourcing services in creative and video game development used by US and European sister companies, plus signing new licenses and launching products in India, China and across Asia.

More recently he was Exec. V.P. of Product Development at Kuboo.com, Safe Communications, building a COPPA compliant virtual world for families.

In between he happened to manage global marketing for Philips Mobile Infotainment and run Hong Kong Polytechnic University's School of Design multimedia incubation and entrepreneurship center, M-Lab. He also managed operations for New Edge, an expanding game company in Beijing, China which launched the DNF/DFO trading card game in coordination with TenCent.

 

More at ChinaGamerGuy.com or on Twitter @GoProFun

 

Expert Blogs

Posted by Chris Toepker on Mon, 07 Mar 2016 05:38:00 EST in Business/Marketing, Design
Check out this example of turning production budget into marketing campaign by creating products that promote themselves.


Improving game design and marketing requires more clearly understanding consumer segmentation. All too often we in gaming rely on simplistic and regularly-changing definitions and understandings in order to direct our work. Let's get detailed!


Posted by Chris Toepker on Fri, 25 Jan 2013 09:18:00 EST in Business/Marketing, Production, Art
Starting a creative project without a style guide is always a mistake, but sometimes it is unavoidable. What can happen? Follow the ups and downs of working on Dungeons & Fighter/Dungeon Fighter Online TCG with TenCent.



Chris Toepker's Comments

Comment In: [Blog - 09/06/2016 - 02:12]

Nice article I am always ...

Nice article I am always happy to see reminders that games are not a special case. Your presentation of lots of examples from other markets, industries and spheres of life really lay it out clearly. Thanks I 'm sure to reference this article in many discussions - much value from ...

Comment In: [Blog - 08/14/2014 - 04:37]

This affect must be true ...

This affect must be true for most, if not all, media. For instance, from long, long ago my family had a favorite record that had a scratch a certain point. Even today, when I listen on let 's say my iPod, whenever that song gets to those note I have ...

Comment In: [Blog - 02/25/2014 - 11:07]

One of the sad ironies ...

One of the sad ironies of the video game industry is that only shipped video games are counted. Have you shipped physical goods that took years of development Don 't count. How about advertising or media productions At least discounted. r n r nI sincerely hope that we in the ...

Comment In: [Blog - 10/22/2013 - 07:41]

Nils, r n r nI ...

Nils, r n r nI am grateful that Ramin has brought up the topic, and that you have responded. However, I had hoped that you might move the discussion forward or broaden it. Instead the use of straw men and semantic arguments, as well as the obvious ax grinding against ...

Comment In: [Blog - 05/28/2013 - 05:44]

Serendipity Yesterday I was reading ...

Serendipity Yesterday I was reading this... r n r nhttp://qz.com/78105/the-self-evident-and-life-changing-truth-about-working-for-free/

Comment In: [News - 05/15/2013 - 03:51]

I 'm always happy to ...

I 'm always happy to see folks joining in this sort of conversation. As designers, we need better understanding of our players. r n r nStill, I think we are stuck with gamer, and I don 't think there is anything particularly wrong with that. The counterbalancing examples cited seem ...