Game Designer / Monetization Specialist at Ubisoft Toronto, with experience in AAA, F2P mobile games, and academia. Designer on Game of Thrones Ascent and Star Trek Timelines at Disruptor Beam. At Uken, I designed and released Loot Quest and Bingo Pop. I previously worked at Silicon Knights and the Singapore-MIT GAMBIT Game Lab.
Personal Website: http://www.elliotmax.com/
After nearly 2 years of development, it's interesting to look back at my old moleskine notebook with the 6 scribbled pages where Loot Quest was conceived. I'll reflect on how far it has come and where the iterations took us.
Applying for jobs, especially as a designer? Here's a few ways to avoid common mistakes and stand out.
A philosophical perspective on Mass Effect 3's ending and the controversy surrounding it.
[News - 09/18/2017 - 07:22]
I absolutely remember this from ...
I absolutely remember this from the Game Boy Camera As a kid I never really gave any thought as to why a song we sang in Hebrew school would be in a Japanese game. And it was the Ball Game music, not the menu: https://youtu.be/MVvSLM5FdHI t 20
[Blog - 02/19/2013 - 01:15]
It 's a technique that ...
It 's a technique that has really changed how I work. Definitely takes some getting used to for the team, but the results seem positive. While the original GDC talk was inspiring, it was when Stone showed the Sim City docs at the PRACTICE Conference that it finally clicked for ...
[Blog - 05/06/2009 - 02:41]
Very interesting list Adam. I ...
Very interesting list Adam. I hope it helps prospective game developers. A few comments: First off, the prestigious, formidable MIT-group is the Singapore-MIT GAMBIT Game Lab http://gambit.mit.edu/ , incorporating students from a variety of departments. The Education Arcade http://www.educationarcade.org/ also does great work with regards to games in the educational ...