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October 16, 2017
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Marc Wilhelm's Blog


Marc Wilhelm is a game designer, educator & founder of the Colorado Independent Game Developers Association (CiGDA). He currently serves an appointment as Assistant Professor of Game Development at Champlain College, in the School of Communication & Media Arts. An advocate for independent games & game design education, he regularly participates in game jams, conferences and festivals such as GDC, PAX & IndieCade.

Marc has worked on a variety of professional game teams over the course of his career. Notable projects include AAA PC & console games such as "The Sims 2", "007: James Bond- Everything or Nothing" & "Tomb Raider: Legend." He has developed games for a variety of other platforms as well, including MMOs, social network, mobile & tablet.

His career began in 1999, while attending the Art Institute of Colorado via two consecutive summers at Electronic Arts' EA Academy. Upon graduating with his BA, he accepted a full time offer from EA as a game artist at their Redwood Shores studio. Over the course of his career he has contributed as a game artist, level designer & producer for major industry leaders EA, Sony, Eidos & Activision as well as several independent studios. He also develops & self-publishes independent games under the moniker “Marc Von Wilhelm.”

In 2011, Marc founded the 'Colorado independent Game Developers Association' (CiGDA), with the mission of creating a diverse forum for artists, developers & musicians to discover & build a local, collaborative game-development community. The group encourages the pursuit of knowledge & expression by fostering a safe, open, supportive & inspiring environment for creatives. CiGDA believes in progressing the interactive arts to 'create good' through events such as local charity game jams & youth outreach.


Marc Wilhelm's Comments

Comment In: [Blog - 08/06/2015 - 12:43]

Regarding: Nobody knows anything. General ...

Regarding: Nobody knows anything. General advice about game development is always a tale told by an idiot. r n r nWe have to accept that game development and distribution are complex and somewhat unpredictable systems. You can do everything right and still see unexpected results as described in the metaphor ...

Comment In: [News - 09/12/2014 - 05:33]

I remember playing on an ...

I remember playing on an Apple in school. One of the first games that made me feel that tension and even occasionally yelp aloud when I almost got nabbed.

Comment In: [Blog - 03/25/2014 - 09:20]

Inclusiveness starts with the industry. ...

Inclusiveness starts with the industry. It starts with you. It starts when you make your company, your office, and your social circle a safe place for all kinds of people. r n r nSpot on.

Comment In: [News - 06/11/2013 - 05:34]

I second that. Please, keep ...

I second that. Please, keep doing these. Developers really value Gamasutra and podcasts like this. I just read through the last issue of GDM and miss it already. A regular podcast with solid analysis from the dev perspective would be some consolation.

Comment In: [News - 05/17/2013 - 01:39]

Agreed. Games get so much ...

Agreed. Games get so much more interesting when the core impetus for making them is not simply attracting a mass audience and/or money.

Comment In: [News - 10/11/2012 - 02:35]

I 'm confident that the ...

I 'm confident that the F2P model can be done ethically and transparently. The fact of the matter is, audience preference is changing.