I have over 25 years of video game development experience. I possess senior-level technical, design, business and production expertise in the console, PC, and online gaming industries.
I am currently a co-owner, operator, and officer of an independent Massive Multi-player Online (MMO) publisher, Prairie Games, Inc. Prairie Games specializes in publishing and maintaining live MMO game services with over 111,000 registered users on Windows PC and Apple Macintosh computers. See http://www.PrairieGames.com.
Previously I served as a Project Manager at the independent game and technology developer Blue Shift, in Mountain View, CA. and Vancouver, Canada. For 3 years, I oversaw Project Management and team management for numerous games for the Xbox 360, Playstation 3, Playstation 2, and other platforms. I also served as one of two Executive Producers for Perpetual Entertainment in San Francisco, California. There, I designed an MMO micro-transaction-based 3D game portal service and acted as Senior Producer on several games. I also assisted Perpetual Entertainment in the development of an Xbox Live-like online game platform business.
Prior to Perpetual Entertainment, I was a co-founder and Vice President of Product Development for the company Doppelganger (formerly Evil Twin Studios) in San Francisco, California. Doppelganger created the first MMO 3D social environment, The Music Lounge, which is built on technology that I designed and engineered. That technology has been licensed to the CocaCola Company, Geffen Records, The Gap, Element Skateboards, and MTV.
From 1999 to 2002 I was the Production Manager for Online Studios with Sony Computer Entertainment America in Foster City, California. I managed a staff of 24 employees building online Playstation 2 games such as Harmonix’s (of Guitar Hero fame) very first game property and online consumer services such as browsers, e-mail, chat, audio & video streaming on the Playstation 2. My team’s work would eventually evolve to become the Sony Home and the Playstation Network (PSN).
I have presented at several Game Developer Conferences - the standards conference for the entire interactive entertainment software industry. I have given seminar lectures on topics such as "Surviving Crunch Time," in which I discussed my experiences finalizing over 72 interactive entertainment software products.
I previously served as an expert witness in In re the 3DO Company, Case No. 03-31580 (N.D. Cal.). In that case, I gave written testimony on the industry standard requirements for milestone approval by game publishers and the typical product development cycle necessary in finalizing interactive entertainment software.
I am currently a co-owner, operator, and officer of an independent Massive Multi-player Online (MMO) publisher, Prairie Games, Inc. Prairie Games specializes in publishing and maintaining live MMO game services with over 111,000 registered users on Windows PC and Apple Macintosh computers. See http://www.PrairieGames.com.
Previously I served as a Project Manager at the independent game and technology developer Blue Shift, in Mountain View, CA. and Vancouver, Canada. For 3 years, I oversaw Project Management and team management for numerous games for the Xbox 360, Playstation 3, Playstation 2, and other platforms. I also served as one of two Executive Producers for Perpetual Entertainment in San Francisco, California. There, I designed an MMO micro-transaction-based 3D game portal service and acted as Senior Producer on several games. I also assisted Perpetual Entertainment in the development of an Xbox Live-like online game platform business.
Prior to Perpetual Entertainment, I was a co-founder and Vice President of Product Development for the company Doppelganger (formerly Evil Twin Studios) in San Francisco, California. Doppelganger created the first MMO 3D social environment, The Music Lounge, which is built on technology that I designed and engineered. That technology has been licensed to the CocaCola Company, Geffen Records, The Gap, Element Skateboards, and MTV.
From 1999 to 2002 I was the Production Manager for Online Studios with Sony Computer Entertainment America in Foster City, California. I managed a staff of 24 employees building online Playstation 2 games such as Harmonix’s (of Guitar Hero fame) very first game property and online consumer services such as browsers, e-mail, chat, audio & video streaming on the Playstation 2. My team’s work would eventually evolve to become the Sony Home and the Playstation Network (PSN).
I have presented at several Game Developer Conferences - the standards conference for the entire interactive entertainment software industry. I have given seminar lectures on topics such as "Surviving Crunch Time," in which I discussed my experiences finalizing over 72 interactive entertainment software products.
I previously served as an expert witness in In re the 3DO Company, Case No. 03-31580 (N.D. Cal.). In that case, I gave written testimony on the industry standard requirements for milestone approval by game publishers and the typical product development cycle necessary in finalizing interactive entertainment software.