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  • Hit List Q&A: Jesse Schell, Schell Games CEO

    by 
    Joystiq Staff
    Joystiq Staff
    11.28.2012

    In the "Hit List" from the Academy of Interactive Arts & Sciences, the video game industry's top talents describe their current gaming addictions, their most anticipated releases and more. This week: Schell Games CEO Jesse Schell. A note from the AIAS:Jesse is the CEO of Schell Games, the largest videogame studio in Pennsylvania. He also serves as Distinguished Professor of the Practice of Entertainment Technology at Carnegie Mellon University. Jesse has worked on a wide variety of innovative game and simulation projects for both entertainment and education, but he is best known for his award winning book The Art of Game Design: A Book of Lenses and for Beyond Facebook, a talk at the 2010 DICE Summit where he described a future where games and life become indistinguishable. He is a former chair of the International Game Developers Association, and in 2004 he was named one of the world's Top 100 Young Innovators by MIT Technology Review. Before starting his own company, Jesse was the Creative Director of the Walt Disney Imagineering Virtual Reality Studio, which helped to develop interactive theme park attractions as well as Toontown Online, the first massively multiplayer game for children. Before that, he worked as writer, director, performer, juggler, comedian, and circus artist for both Freihofer's Mime Circus and the Juggler's Guild.Jesse will be speaking at the 2013 D.I.C.E. Summit on "The Secret Mechanisms." The world of game design is changing. New systems of distribution and payment are making even seasoned designers feel naïve. The key to understanding what business models and what game concepts will work is to understand the human mind, for the mind is the medium in which game designers work. Far from an inert surface, the human mind has thousands of complex mechanisms that determine a game's success or failure. Continuing the theme of Jesse's landmark 2010 DICE talk, this talk gathers mechanisms from far and wide: art, psychology, advertising, music, architecture, poetry, science, storytelling – nothing is off-limits, and special attention is paid to the mechanisms that can help us understand how to live, thrive, and survive in this post-retail world of game development.

  • Hit List Q&A: Jenova Chen, thatgamecompany President

    by 
    Joystiq Staff
    Joystiq Staff
    11.07.2012

    In the "Hit List" from the Academy of Interactive Arts & Sciences, the video game industry's top talents describe their current gaming addictions, their most anticipated releases and more. This week: thatgamecompany President Jenova Chen. A note from the AIAS:Jenova Chen is President & Creative Director for thatgamecompany (TGC). TGC is best known for creating experimental, artistic, and accessible games that touch players on an emotional level. TGC designed and developed the award-winning PSN titles flOw, Flower, and, most recently, Journey.At the upcoming 2013 D.I.C.E. Summit conference, Jenova will be speaking on: Emotion Oriented Interactive Entertainment - Inspirations and Theories Behind Journey. Jenova learned many valuable lessons on what went well and how to do better on his quest to create games that deliver a lasting emotional impact. Jenova will discuss TGC's founding design philosophy and share some of the lessons he and his team gleaned from TGC's past six years developing three innovative downloadable games.

  • Hit List Q&A: Randy Pitchford, Gearbox Software President

    by 
    Joystiq Staff
    Joystiq Staff
    10.24.2012

    In the "Hit List" from the Academy of Interactive Arts & Sciences, the video game industry's top talents describe their current gaming addictions, their most anticipated releases and more. This week: Gearbox Software President Randy Pitchford. A note from the AIAS:Randy Pitchford is co-founder, owner and President of Gearbox Software. Randy served as Executive Producer and in creative and development capacities in the creation of Gearbox Software's award winning, best-selling original franchises Brothers in Arms and Borderlands. Under Randy's leadership, Gearbox Software has also developed a string of hits with sequels, expansions, and original games for many of the industry's most credible franchises and in 2010 acquired Duke Nukem to add to its stable of properties. Before the launch of Borderlands 2 on September 18, 2012, Gearbox Software games have sold over 30 million units earning more than $1 billion in gross revenues.What many do not know is that prior to game development, Randy was a professional magician. In his forthcoming 2013 D.I.C.E. Summit session titled "Video Games Are Magic," Randy will explore how the lessons of magical performance apply to our industry. Along the way, he'll demonstrate and expose specific techniques, methods and ideas from magic that illustrate how the art of illusion has a lot in common with the art of interactive entertainment and leave his audience with tools that are useful and applicable from the executive level to the design level of our craft.