
Head of Game Design at Vancouver Film School
Vancouver, Canada Area

Head of Game Design at Vancouver Film School
Vancouver, Canada Area
Starting in 1990 with Distinctive Software, and moving through the ranks of EA as a designer to a senior Producer has shown me the full gammet of game design, which allows me to create and run a new Game Design program, and return my skills to the next generation of game designers.
My passion for games, the reward of teaching, and the challenge of creating the next generation of game designers are the driving forces behind my current objectives in life.
Having worked my way from retail through production, I am intimately familiar with all the dimensions of video game production. My experience with project planning, competitive analysis, sound design, quality assurance, legal issues, and developing working relationships with leagues and players gives me the perspective needed to direct the multidisciplinary VFS Game Design program.
(Privately Held; 201-500 employees; Education Management industry)
December 2004 — Present (5 years 1 month)
Advisor, Mentor, and Exec Producer on Student Group Projects
(Educational Institution; 51-200 employees; Computer Games industry)
December 2004 — Present (5 years 1 month)
Department Head for "Game Design" Program, 1 of many Film and Entertainment based programs that VFS offers. Responsibilities include curriculum development, program overview, Instructor selection and hiring, student liason, and industry involvement to make sure curriculum stays current with industry needs. I also teach courses in Game Production, Game Design Theory and Detailed Design Documents.
(Public Company; Computer Games industry)
1990 — 2005 (15 years )
(Public Company; 1001-5000 employees; erts; Computer Games industry)
June 1991 — September 2004 (13 years 4 months)
Creative Concepts, Problem solving, gameplay
(Public Company; 1001-5000 employees; erts; Computer Games industry)
June 1991 — September 2004 (13 years 4 months)
Went to VFS direct from Vancouver-based Electronic Arts, where I was Senior Producer on NHL 2005, a game I had been a part of creating since 1994. In nearly fifteen years at EA, I had a hand in designing and producing over 24 published games, and few that weren't published.
# NHL 2005 (2004) [Senior Producer]
# NHL 2004 (2003) [Producer]
# NHL 2003 (2002) [Producer]
# NHL 2002 (2001) [Line Producer]
# Elitserien (2001)
# SM Liiga (2001)
# NHL 2001 (2000)
# NHL 2000 (1999)
# NHL 99 (1998)
# NHL 98 (1997)
# NBA Live 97 (1996)
# NHL 97 (1996)
# Coach K College Basketball (1995)
# NBA Live 96 (1995)
# NHL 96 (1995)
# Skitchin' (1994)
# NBA Live 95 (1994)
# NHL 95 (1994)
# NHL Hockey (1992)
(Public Company; Computer Games industry)
1990 — 2000 (10 years )
(Privately Held; 51-200 employees; Computer Games industry)
1985 — 1992 (7 years )
Konami, NEC, EA, Accolade, etc...
(Privately Held; 51-200 employees; Computer Games industry)
February 1990 — June 1991 (1 year 5 months)
One of a small design team for DSI, creating titles for Konami, NEC and others...
# N.F.L. 94 [PC](1993)
# N.F.L. [PC](1992)
# Champions Forever Boxing [TurboGrafx 16](1991)
# Mission: Impossible [PC](1991)
# Teenage Mutant Ninja Turtles: Manhattan Missions [PC](1991)
# Top Gun: Danger Zone [PC](1990)
# Lone Ranger [PC](1990)
(Privately Held; 1-10 employees; Computer Games industry)
December 1985 — January 1990 (4 years 2 months)
Retail sales of Computers (Apple, Atari, Commodore, IBM)
Game Systems (Mattel, Coleco, Nintendo, Sega, NEC, NeoGeo)
and all related games and accessories.