Paul DeNigris Credentials: BA, State University of New York at Buffalo
Favorite Games: There are just too many good ones out there to choose from! Most recently I was addicted
to Grand Theft Auto III, and before that Counter-Strike was the thing that kept me up at night. Mostly I like anything
that has good gameplay, from Pac-Man to Super Mario. I don't have a specific genre that I stick with, just good games.
Video Game Industry Experience: I worked for 5 years at Phoenix-area game developer Rainbow Studios. Rainbow is
the company behind Motocross Madness and ATV Off-Road Fury. I worked in the animation and cinematics division, where I
contributed to the intros for games like Age of Empires II (which I directed), Asheron’s Call, and Star Wars Racer
Revenge. We also worked on TV and direct-to-video projects like the Starship Troopers animated series, Tonka Joe, and a pilot
for a new Teenage Mutant Ninja Turtles CGI show. My main function at Rainbow was as Motion Capture Supervisor and Character
Technical Director, and occasionally I got to direct and edit projects.
Courses Taught: My courses mostly fall into the Digital Video Production arena, with Compositing, Studio
Fundamentals, and Independent Film, but I also am teaching Animation Theory - a must for any CGI or game artist - as well as
a new class in Motion Capture. As far as MoCap goes, I will be working very closely with the Digital Animation and Game Design
instructors to integrate MoCap into the UAT program in a broad, cross-disciplinary way. Love it or hate it, MoCap is a very
big part of the animation and gaming industries and has its place in just about every production pipeline. It's a great
subject for our students to get exposure to and I'm excited to be leading the charge.
Paul DeNigris Credentials: BA, State University of New York at Buffalo
Favorite Games: There are just too many good ones out there to choose from! Most recently I was addicted
to Grand Theft Auto III, and before that Counter-Strike was the thing that kept me up at night. Mostly I like anything
that has good gameplay, from Pac-Man to Super Mario. I don't have a specific genre that I stick with, just good games.
Video Game Industry Experience: I worked for 5 years at Phoenix-area game developer Rainbow Studios. Rainbow is
the company behind Motocross Madness and ATV Off-Road Fury. I worked in the animation and cinematics division, where I
contributed to the intros for games like Age of Empires II (which I directed), Asheron’s Call, and Star Wars Racer
Revenge. We also worked on TV and direct-to-video projects like the Starship Troopers animated series, Tonka Joe, and a pilot
for a new Teenage Mutant Ninja Turtles CGI show. My main function at Rainbow was as Motion Capture Supervisor and Character
Technical Director, and occasionally I got to direct and edit projects.
Courses Taught: My courses mostly fall into the Digital Video Production arena, with Compositing, Studio
Fundamentals, and Independent Film, but I also am teaching Animation Theory - a must for any CGI or game artist - as well as
a new class in Motion Capture. As far as MoCap goes, I will be working very closely with the Digital Animation and Game Design
instructors to integrate MoCap into the UAT program in a broad, cross-disciplinary way. Love it or hate it, MoCap is a very
big part of the animation and gaming industries and has its place in just about every production pipeline. It's a great
subject for our students to get exposure to and I'm excited to be leading the charge.
Lynn Understiller
UAT: How long were you in the industry?
Lynn Understiller: I began building games in 1979, but did not officially join the games industry
until 1995 when I joined Sony. I have worked at Sony Computer Entertainment and THQ/Rainbow Studios in a
variety of roles including Character Lead, Cut Scene/Tools Senior Artists/Animator and others. I have worked
on over 15 published game titles in my time in the industry.
UAT: Where did you work?
Lynn Understiller: Sony Computer Entertainment, THQ/Rainbow Studios
UAT: What roles did you fill?
Lynn Understiller: Character Lead, Cut Scene/Tools Senior Artists/Animator, others
UAT: Game listing (what titles did they work on?)
Lynn Understiller: Over 15 titles including MX vs ATV (4 revs), Smackdown vs Raw, UFC, Some of the top
franchise titles for football, basketball, baseball, and more.
UAT: Game listing (what titles did they work on?)
Lynn Understiller: Over 15 titles including MX vs ATV (4 revs), Smackdown vs Raw, UFC, Some of the top
franchise titles for football, basketball, baseball, and more.
Derric Clark
Derric Clark likes to run his classes like a publisher. The
experience gathered by the students enables them to learn how to manage and
work together in game groups. The skills also transfer to the various aspects
of game design, something Derric knows a thing or two about.
Derric has tackled various tasks including computer
modeling, programming, animation, artwork and even virtual reality. We spoke
with Derric about topics including working with mods versus Torque, the
independent game development scene and why unfinished games are not failures.
UAT: What projects are you working on with students in
your classes?
Derric Clark: This term I've got two running.The first one is a Neverwinter Nights group who are building a RPG
using Neverwinter Nights as their engine, called Fateless. It's a
humorous look at not only the role-playing genre, but also the type of people
who play role-playing games. It bleeds into the storyline, so you have
different play styles that show up. It's a one-term thing; it just started up
this term.
The second one [Xenocide] is a RTS group who is
currently using the Torque game engine with the 3D add-on. They're doing a
spaceship RTS game, so there's no actual terrain. It's all done in space with
planets and spaceships, and two races fighting against each other.
UAT: How many students are in each group? How many
groups are there in your class?
DC: The Neverwinter one [Fateless] …
has six to eight [students]. The Torque one [Xenocide] I believe is
about the same, about eight to ten.
UAT: How do the Neverwinter Nights and Torque editors
compare to the UT 2004 editor?
DC: Neverwinter uses a toolset called the Aurora toolset. It's been around for quite awhile. Bioware, the company that built it, is
really proud of it. It has a full level editor, script editor, dialogue editor
and it ships right along with the game-just like Unreal. It's a tool
given to the community by the developers, so anybody can make a mod-you just
have to buy the game.
Torque is more of a semi-commercial game engine. It's put
out by a company called GarageGames. They're really trying to push forward the
independent game development scene, so they have this engine which is more of a
traditional "buy the engine and build your game" as opposed to modify another
game. Then they have these add-on packs, like the RTS add-on packs and things
like that. The lead guy in that group [Xenocide] actually bought Torque,
which cost $100, and the add-on is $50.
The lead of that has $150 into his engine, but along with
that comes full publishing rights. So if you build something, you can actually
publish it, as opposed to the mods where you're using Neverwinter or Unreal.
Those don't give you publishing rights; you just put them on the Internet and
people play to have fun with it. If you actually wanted to publish it as a
stand-alone game, you have to go buy the full-engine games and those are
hundreds of thousands of dollars. GarageGames is a special little thing there.
They're similar to Unreal, but Torque is more stand-alone. It's not an
existing thing, and you have to build all of that yourself.
UAT: Speaking of that effort to go back to indie development,
what do you think about that movement?
DC: I think it's good. Gaming is big business now,
and there's a lot of money wrapped up into it. And that can stifle creativity
and innovation a little bit because companies aren't willing to take a risk on
this bizarre, out-there game. They don't know if it's going to be commercially
successful. So the indie-development scene has a lot more room there. A group
can get together and spend $150 and build something that's wacky and off-the-wall,
and then it takes off-or maybe it doesn't. But they don't have millions of
dollars behind it when it fails and kills a company.
I look at the indie development scene as a good way to get
experience, but also push new things into the industry the big developers might
not try just because their hands are tied because of the development contracts.
It excites me. I love the indie scene; I think there's a lot of room for great
innovation.
There're a lot of students now that want to enter the IGF
[Independent Games Festival]. It's about time; we've gone too long and not
entered. A lot of these guys are starting to look at that as a way to get seen
and get known. There's a local company, Flashbank Studios, which does casual
games. They won an award through the IGF and they're really involved with the
IGDA. It's a really good channel for indie-developers.
UAT: Are there going to be any classes set aside for
students wanting to enter contests like IGF?
DC: None of the classes are built specifically to go
after the IGF. In the past, classes have set themselves up for particular reasons.
We've had classes put together to enter the Unreal contest. I know that
a lot of the groups now get together and consider that as part of [submission].
As a requirement of the class we never put it on [the curriculum], but it's
something that's on the back of all the students' minds. They're starting to
understand exposure, networking and that getting their name out there is very
important. It's a great way to do that, so you're going to see that a lot more.
UAT: What kind of instruction are you giving for the
projects-more hands-on, or lecture-based?
DC: I try to run mine like a real studio would run.
We try to have one class a week where it becomes more of a progress
report/brainstorming type of class. It's not me getting up and telling them a
whole bunch of stuff to do; it's everybody trying to figure out a challenge,
trying to fix this and trying to do that. It feels like a production meeting.
The students themselves will also schedule their sub-meetings-like if the art
guys or programming guys want to get together. Different classes might have an
official meeting time once a week, but they have three to four other
sub-meetings.
When I run my project classes like this, I don't run them
like a classroom experience. I run them more like a project-production
experience. So I give them guidelines and milestones and then I let them figure
out [things like], "Okay, here's our task list." Every one of my projects will
have a leading person. They'll have an art lead, art director and programming
lead, and they actually do a lot of the [list making] and hand that stuff out.
It gives the upper-term students in those roles the experience of managing the
project, and the lower-term students [experience] in some of the more
production-oriented roles. It doesn't run like a traditional class.
I almost try to take a very hands-off approach. I get
involved in resources and setting that stuff up. I try to not impose the way I
would like to build the game on them. It's their project so I kind of take a
standoffish approach to trying to influence the design. If I see them doing
something that's going to get them into trouble, I try to guide them and get
that stuff set up. Ultimately it's their project, so I let them do what they
want to do as long as it's within good production standards, and I just help
guide them rather than teach them.
UAT: Michael Eilers has mentioned wanting to bring
together the different classes to work on games together (one class doing
models, one class do levels, etc.). What do you think of that?
DC: I think it would be great. The problem you run
into is communication and the infrastructure to make all that work really well.
I've done stuff in the past where I've had a project class running, and I'm
also teaching GAM101 (Introduction to Gaming Design) class, and I've had GAM101
students do testing for the MOD class and just make it part of the curriculum.
It's good experience for them and it's good feedback. I know we've talked in
the past about an instructor here that needs to have people say, "Write a
story," or do models. Why not make them so they communicate a lot more? It's an
idea that's hard to get because you have to make sure the classes are running.
I would like to see more collaboration between the classes.
For the individual students, I think it's good that we link
the classes up so that one class goes into another class and there's this flow
individually. And also, if you add collaborative classes, it would be really
cool. It's just that it's hard to do. That's why I don't like the fact these
projects get set up this way. I think the concern Mike has is that if you get
too many of these projects running, you're spreading your resources so thin. If
I've got modelers here, and modelers and animators for each of these groups,
and I've had students that [have said], "I'd like to do this," they have to
choose. If you do it more the other way, you use an animation class and they
have multiple projects. Linking them together would be cool, but they're hard
to set up. A lot of times, they put in a ton of time and the scary part is the
project class has an assignment that is not ready when they need it. Or the
students in the other class decide it's not what they want; you're putting in
jeopardy the project class because another class didn't mesh together right.
It's a little scary. You don't want a project to fail
because the models aren't working. If there's [a problem] in the [normal game
classes] like there tends to be now, they just grind it out. They'll put in a
ton of hours, but they'll get it to work. [There's] some issues to work out,
but I think it can be used well. I think it'd be good for testing and those
other smaller tasks.
UAT: Switching gears, what did you think about the COR
project and what they accomplished with their team and amount of time.
DC: They did some really good stuff. They had a tight
team. They also had some content experts. The lead programmer used the full-on Unreal
engine before-not just the mod version. He knew what it could do. A lot of
those members had been on other projects that didn't do so well. And they
learned a lot of lessons and fixed a lot of [problems] and were very
successful. The team-building and stuff they did online-they had the discussion
board on the forum, and every week the team would do something outside of the
production-really brought them together. From the production side of the
process, they did a lot of things really well, and they had a lot of really
passionate people in that group that really wanted to see it do well.
So the combination of all that stuff really made it where a
lot of those guys are now starting to get hired and move on. I don't know if
any of these projects are going to capture that. My goal is to get people that
have never been in a project before coming in earlier, and the upper-term
students running the projects that have seen what to do and what not to do. You
just keep building upon it, and the ones that become more and more successful
learn from each other's mistakes. We've been doing long enough where I think
that's starting to happen.
UAT: What about the complaints about projects not
getting done on time or at all?
DC: There are two ways to look at it. There's a push
for completed work. Completed work is a very good thing and it will look good
on your demo reel. I see it as two-sided; there's educational value in a
project whether it completes or not. You could make the argument that a project
that just explodes, fails and goes down in a miserable wreck. Now that you've
been through that, you can say, "Okay, here's a problem. If we fix it, that
won't happen again." On the flip side of that also is that on the portfolio
side, someone on the forums locally was talking about how their project failed
and they have nothing to show for my portfolio now. And another student replied
back, "If the project failed and you have nothing to show for your portfolio,
you're the reason that it failed." Even with the most busted project, you
should still have your work that you did for it. If you did quality work-whether
it finished or not-you should still have good work that you can show (models,
code, etc.).
The idea here is to find the balance that not only gives
them the completed work to show in their portfolio, but also shows the right
way to do a project. You're still learning from your mistakes. But in the game
industry, everybody's going to be involved in the failed project. Projects fail
all the time, and there's a lot of money on the line for those projects and
people get fired. I'd rather see a student go through that in the educational
experience as opposed to losing their job because of it. Ideally, if we can get
it so that projects succeed and complete and also show the pitfalls of
development-like, you should avoid this and do that-that's the best of both
worlds, and that's what we're trying to shoot for. Not every project's going to
make it. Things happen, but were trying to complete more-that's the big focus
right now.
I have mixed feelings about it. I'd never want to build a
project where the purpose is for the project to fail. That is not the point,
but when someone says a project failed, I don't think that's necessarily a fair
thing. I think you could say a project didn't go the completed piece, but the
experience itself wasn't a failure. There's a lot of good stuff that comes out
of it.
UAT: To prevent failures from happening, is there
anything you're doing to guide them?
DC: What I'm trying to do is rewrite my own personal
requirements for me to get involved with the student projects. I'm actually
setting up some prerequisites that the leader has to have [previous
experience]-and that can include preproduction work, but also certain classes.
We had a class called game production documentation, and we had a class called
student production that talks about how to run a project. We have all these
classes set up to give you the skills that you would need to get in those
positions.
And I personally haven't been really diligent about checking
those. I've been more going off of my gut-feeling … and sometimes that can be
off. So for me, I'm going to make it so if you want to run a project, here are
the classes that you had to have taken. And if everyone in the class has had
those, you're going to have an animator who has animation skills and has a management
side. That way, I know coming in that if you've been through these classes, you
understand how to work this, how to do those production schedule and how to get
all these pieces that are going to be needed to make this successful. I think
that's going to happen a lot.
I almost see myself as a publisher: [for example], at this
date I need to have a playable level; at this date, I need to have
preproduction done; I need to have a working model; I need to see the gameplay
here; I need an alpha here; presentation material and website material. Then we
have goals to shoot for that's going to drive them in the right direction. This
is giving them the broad scope of, "Here's what we have to get done," and
letting them fill in the gaps of how to get there.
UAT: What skills will the students need for successful
completion of the projects?
DC: It depends on the different aspects. I think you
have to have the people who can actually accomplish the tasks that need to be
done. The skills are going to come from their disciplines that they're signed up
for. We have an array of classes here set up to let you hone those skills. If
you're an animator, you go through the animation stuff. Also, you're going to
need people who can do go from a design standpoint. So that's where all the
game classes come in. If I'm going to put somebody in a position in a MOD class
or a project class, and their job is level design, they better have that level
design class. If there's someone write the production documentation, they should
take the game documentation class.
They can easily get the skills through the classes that we
have here. My people that are running the group better understand all the
sub-jobs. They need to know what animators do and what texture artists do. If
I'm going to bring somebody in whose sole purpose is to animate, and that's all
they want to do, I'm not going to require them necessarily to have C++
programming skills. It has to be in focus in what they're task is going to be.
If we can match those tasks up with the right people, that's going to make
everything better.
UAT: When are the due dates for the projects?
DC: I tend to run things on a term-to-term basis. Fateless
is definitely going to end this term. I'm not sure about the future of Xenocide.
There's more work to be done on that one, I think, and it could become a bigger
thing. I haven't talked to them [the students] about where we're going to go
with that, and I don't have that information. Fateless is just going to
be one-term build; Xenocide could go longer, but they're going to have
playable stuff up by the end of the term and an alpha build in a couple of
weeks.
There's nothing that says that a program can't run multiple
terms. I personally tend to not commit more than one term at a time. It's
really hard for me to sit here now and say, "Sure, we'll do that in the
spring." I have to make sure that everything's going well. And then the other
flip side of that, I almost want the sense of urgency sometimes. I don't want
students to come in and say, "Well, we have three terms to work on this. So
this term if we don't quite get this done, it goes to the end," because that
just keeps pushing stuff off and off and off.
I would rather [have it so] if at the end of the term, if
things are going great and you've made great strides … I have no problem going
another term if it warrants it. Committing a deal at the beginning is like,
"Sure, I'll let you go three terms." It can be a dangerous thing for all of us
involved. I tend to take it on a term-by-term basis. At the end of the term,
let's evaluate what you did well, what went wrong, if you're where you said you
would be, if you're beyond that, if you're not quite there and how that would
actually make another term viable. [That] is the way I go.
UAT: Looking forward to the fall, any new projects
you're introducing in your classes?
DC: One new project I've been talking to a group on
in my game production documentation class-one of my prerequisites that I'm talking
about-is a Dungeon Siege 2 mod (which they're doing all of the design
work), which they've got beta copies of now. In designing the game in my GAM430
class (and this is why these other classes are important), through the design
process they've come to the conclusion that Dungeon Siege is the way
they wanted to go.
Kenneth Adams
Ken Adams is a man who preaches the basics. With past
experience at Target Games and Hobbies, he learned the essentials creating
role-playing games on paper from scratch. Now as a teacher, Ken drills the fundamentals
onto his students.
We talked with Ken about his present projects, the necessary
skills to be successful and a few examples of apathy in the game development
program.
UAT: What projects are you working on with students in
your classes?
Ken Adams: In my GAM220 classes, we have four
to five projects going spread out between the two classes. They have a choice
of editors to use [Far Cry, Unreal Tournament 2004, Neverwinter
Nights and Warcraft III]. In the level design class, we're focusing
on drawing one level on pencil and paper, and designing four to five electronic
levels.
Some people are taking both GAM230 and GAM220 at the same
time. I had a couple of [students] go, "Well if I use this level in the GAM220
class, can I use it [in GAM230]?" I'm looking for more of a complete project-I'm
not looking at just one level. There's one guy that's going to do that for this
next level that's coming due. I think he's going to do that.
We're also going back to Branching Fate by Steve
Merka, a mod of Unreal Tournament 2004. It is a multi-player mod that plays
like a single-player game. It has 10 linked, multiplayermaps. The level
progression changes based on which side wins-just like the tides of war would
affect a real campaign.
UAT: For the level design classes, what
goes into the sketching of a level (pencil and paper)? What about making an
electronic level?
KA: The mapping of the level is done so you can have
a blueprint to create your level from. Also, I make the students do a write-up
of the level so that they have a good idea of what the level will be like.
UAT: What kind of instruction are you giving for the
projects-more hands-on, or lecture-based?
KA: I do a lot of lecture on the theory, which drives
some of [the students] crazy. When Michael [Eilers] and I and Derric [Clark]
started this program, we had a big talk with the deans, and we decided that the
students were going to have to learn the editor themselves. The reason for that
is when you go to a company, they'll say, "Here's the editor, here's your
toolset and I need this done in a week and a half. I'll see ya," and that
happens a lot. You have to teach yourself, and a lot of students were like, "I
hate that," and I told them, "Yeah, I know, but you're going to have to do
that."
I used to work for Target Games and Hobbies-which is a pen
and paper company-and we did a little bit of work for an electronic game. I did
a little bit of level work, and the other gentleman, Josh Gauthier, worked with
me and we had to teach ourselves the editor. That's a pretty common thing. If
you can figure out how to teach yourself the editor, once you pick it up, the
rest get easier and easier.
It's not because I'm trying to be heartless. It's an
incredibly hard field to get into. There are a million people thinking, "Oh, I
can do this for a living." Okay, go do it-try to go get in the industry. [And
they say], "Oh, it's too tough. I'd rather stay at home and play my game." [And
I'd reply], "Yeah, I bet you would." Hell, I would like to.
UAT: Do you see that [attitude] as a common trend here?
KA: A lot of people come here, and it seems that they
think they're going to play games for a living. You'll do that maybe as a
tester, but if you think somebody's going to pay you a lot of money to get to
level 60 of World of Warcraft, it's not going to happen. I wish it did; I'd
be at home all day drinking beer and playing World of Warcraft.(I'm
sure I'd look like Ken the Hutt inside of a month or two). "You're going to
give me $60,000 a year to do this? That's great." I've never seen one [person
get that]. I've had a student in my GAM101 class get all mad at me and say, "I
have to drop your class." And I asked, "Why?" He said, "We're not playing any
games." I told him, "No you're not, and you're going to be working a lot." It's
a busy industry. It's a fun industry to be in, but you're going to work a lot.
UAT: What skills will the students need for successful
completion of the projects?
KA: MAX and maybe Maya. Most games use MAX because
there's a ton of plug-ins for MAX for games. Photoshop and Illustrator might
not be bad. Being able to texture is important. Being able to unwrap a model
for texturing a lot of people don't want to do that. People complain, "Well
that's hard. That's boring." Yes it is, but to be able to do that is a big
thing.
Being able to write well and being able to communicate well… that's for programmers,
artists, level designers and managers. You need to be
able to have good written communications skills. So when they tell you, "I'm an
artist. I don't need to learn how to write or spell," that's bullshit. The
biggest complaint we have from people in the industry is that no one knows how
to write or communicate well. I've become a little bit more intense on that.
I'm used to reading a lot of technical papers (I have an engineering background).
Michael has a master's [degree] in English literature, so he's really intense
on that stuff.
UAT: What problems have you encountered with the projects?
KA: Students either not doing the work or they overreach
what they can do. Some get scared and just stop showing up.
UAT: When are the due dates for the projects?
KA: For Branching Fate, they want to have it
done and present it by the next Tech Forum, or have a good presentation-like 99
percent polished. The last week of the semester is when all the GAM220 projects
are due.
UAT: Michael Eilers mentioned getting more students
and instructors (via their classes) involved in jointly making games. What do
you think of this?
KA: I think that's a good idea. I'm not sure how
that'll be facilitated. I guess there are some models that I'll need to be made
for MOD 1, and I talked to Mike Erwin and those guys, and I guess I could say,
"Here, I need this model," and they could find a student to do it for them. He
would just assign it as a project or assignment.
I'm going to try it this semester and see how it works. Ask
me halfway though next semester and I can let you know.
Dave Wessman
I have worked in the game industry for 17 years for such companies as Lucasfilm Games (now Lucasarts Entertainment),
Spectrum Holobyte, Totally Games, Stormfront Studios, Check Six Studios, Starbreeze AB, Volition, Backbone Entertainment,
and Destineer. Throughout his years in the industry, Dave has filled many needed team roles including QA Tester, QA Lead,
Artist, Writer, Mission Builder, Lead Mission Designer, Gameplay & Story Lead, Lead Designer, Voice Talent, Senior Designer,
and Audio Lead. Dave has worked on a plethora of published games and continues to contribute and lead game projects through
the completion even today.
Game Titles:
Six Days in Fallujah (unreleased) ‐ PC & Xbox 360
Judgmental Shooting Simulator (training sim) (2008) ‐ PC
Death Jr. 2: Root of Evil (2006) ‐ PSP & Wii
Saints Row (2006) ‐ PC, Xbox 360 & PS3
Wacht am Rhein, 2nd Ed. (2005) ‐ boardgame
The Punisher (2005) ‐ PC, Xbox & PS2
Chronicles of Riddick (2004) ‐ PC & Xbox
Knights of the Temple (2004) ‐ PC, Xbox, PS2 & GameCube
The Cossacks are Coming, 2nd Ed. (2004) ‐ boardgame
Army Men: Air Cavalry (cancelled) ‐ Xbox, PS2 & GameCube
Blood Wake 2 (cancelled) ‐ Xbox
Blood Wake (2001) ‐ Xbox
War of 1812 (2001) ‐ boardgame
Star Wars: X-Wing Trilogy (2000) ‐ PC
Star Wars: X-Wing Alliance (1999) ‐ PC
Eric Gillam
I am an artist and multimedia designer with cross functional expertise in: 3D modeling, texturing, level and game design,
traditional art, animation, scripting and CBT programming. I have more than 14 years of experience creatively combining
strong artistic skills with a variety of digital media to positively contribute to each company's intended goals.
My art has appeared in top selling computer games, award winning interactive CDs, websites, commercials, and Fortune
500 advertisements and videos around the world.
Game Titles:
Skylanders: Spyro's Adventure ‐ 3DS
Guitar Hero: Warriors of Rock ‐ Wii, Band Hero ‐ Wii
Guitar Hero: iPhone, Band Hero ‐ DS, Guitar Hero 5 ‐ Wii
Transformers: Revenge of the Fallen Autobots ‐ DS
Transformers: Revenge of the Fallen Decepticons ‐ DS
Marvel Ultimate Alliance 2 ‐ Xbox 360
Tony Hawk’s Proving Ground ‐ DS
Spider-Man 3 ‐ DS
Tony Hawk’s Downhill Jam ‐ DS
Tony Hawk’s American Sk8land ‐ DS
Spider-man 2 ‐ Sony PSP
Spider-man 2 ‐ DS
Tony Hawk Underground 2 ‐ GBA
That’s So Raven ‐ GBA
Crash Team Racing ‐ Nokia N-Gage
James Justin
I've worked in the game industry for 15 years at...
Rainbow Studios/THQ Phoenix
Raven Software
Insomniac Games
Midway Home Entertainment (unofficially, but better known as Midway San Diego)
Interplay Productions
At Rainbow Studios, I was the lead programming role for Saints Row: Money Shot. My programming focus was player
control of the many types of bullets offered in the game as well as advanced collision detection, but I also mentored
two associate programmers who were new to the industry. Before that, I was as a senior gameplay programmer for Dood's
Big Adventure. At Raven Software, I was a senior gameplay programmer, though I also worked with some AI. At Insomniac
Games, I was a gameplay and AI programmer. At Midway, I was the programming lead and co-project lead for Kurt Warner's
Arena Football Unleashed, where I switched my focus from engine programming to gameplay programming. I also worked on
the sound engine, play selection AI and user interface for the PlayStation 1 version of NFL Blitz and NFL Blitz 2000.
I started as a PlayStation engine programmer at Interplay, but I also did a bit of user interface work for the PC
version of Starfleet Academy
Game Titles:
Saint's Row: Money Shot (2011 ‐ PSN/PS3, although we also made an XBLA/360 version that never shipped for business reasons)
Dood's Big Adventure (2010 ‐ Wii)
Singularity (2010 ‐ Multiplatform)
X-Men Origins: Wolverine (Uncaged Edition) (2009 ‐ Multiplatform)
Marvel Ultimate Alliance (2006 ‐ Multiplatform)
X-Men Legends II ‐ Rise of Apocalypse (2005 ‐ Multiplatform)
X-Men Legends (2004 ‐ Multiplatform)
Ratchet and Clank (2002 ‐ PS2)
Spyro: Year of the Dragon (2000 ‐ PS1)
Kurt Warner's Arena Football Unleashed (2000 ‐ PS1)
NFL Blitz 2000 (1999 ‐ PS1)
NFL Blitz (1998 ‐ PS1)
Star Trek: Starfleet Academy (1997 ‐ PC)