
Toronto, Canada Area

Toronto, Canada Area
Tony Walsh has been playing, modifying, and developing games for over 30 years. He has helped plan and execute story-driven interactive projects since the early 1990s, including four award-winning extended-TV games. A multi-disciplined creative, Walsh has become internationally recognized for his work at the intersection of games and culture.
In 2008, Walsh founded Phantom Compass, a Toronto-based game production company. He leads the company in providing products and services to broadcasters and media producers in Canada, the US and UK.
With Phantom Compass, Walsh co-wrote the interactive component of BBC Three series “Spooks: Code 9,” created an Alternate Reality Game in support of Hollywood B-movie “Bangkok Dangerous” and co-produced a suite of Flash games for CBC TV series “Breakout!” He is currently producing and directing “Dionysian Dream,” an original Phantom Compass game designed to teach teens and adults about classical Greek drama.
As a consultant, speaker, and mentor, Walsh shares his experience with organizations and institutions around the world. He developed and taught game design courses for George Brown College and Centennial College in Canada. He has coached film, television, and interactive producers in Canada, Australia, the USA, and UK. He is an advisory group member of the Australian Film, Television, and Radio School, the Royal Academy of Art in The Hague, and Screenburn at SXSW in Texas.
Walsh appeared in the 2008 game culture documentary "Second Skin," is a games commentator on Canadian TV, and has been cited in such publications as Wired, Discover, Utne, and the Harvard Business Review. He has presented to international audiences on such topics as the intersection of sex and gaming, the role of marketing in virtual worlds, and the relationships between factual films and “Alternate Reality” games.
(Computer Games industry)
2008 — Present (1 year )
We create games systems and content for the entertainment, education, and communications industries.
Our goal is to balance tradition and technology in spinning responsive stories, designing gripping game-play, and crafting playful tools for global participants.
(Non-Profit; Media Production industry)
2007 — 2009 (2 years )
Guest mentor for BAVC's annual "Producers Institute." I provide game-development and interactive-production expertise to teams making documentaries and interactive media production for social good.
(Government Agency; Broadcast Media industry)
2008 — 2008 (less than a year)
Guest mentor for CBC's 2008 Digital Development Lab." I provided game-development and interactive-production expertise to teams combining traditional and interactive digital media.
(Educational Institution; 1001-5000 employees; Higher Education industry)
2005 — April 2008 (3 years )
Game Design & Culture instructor in the postgraduate Game Design Program.
(Educational Institution; Motion Pictures and Film industry)
2007 — 2007 (less than a year)
Guest mentor for AFTRS' 2007 "Laboratory for Advanced Media Production." I provided game-development, social media and interactive-production expertise to teams combining traditional and interactive media.
(Educational Institution; 1001-5000 employees; Higher Education industry)
2006 — 2007 (1 year )
Instructed two academic intakes of undergrad Game Design students in game design theory and storytelling.
(Privately Held; Media Production industry)
2005 — 2007 (2 years )
Proposal writing, consultation, creative (art/writing) and game design services. Was a key contributor on award-winning Xenophile projects 'Fallen Alternate Reality Game' and the 'Regenesis' extended-reality series. Consulted on award-winning 'MI High: Whack the Mole' game.
(Privately Held; Media Production industry)
2004 — 2007 (3 years )
Proposal writing, consultation, creative (art/writing) and game design services. Key creative on award-winning www.ThisIsDanielCook.com and award-nominated www.ThisIsEmilyYeung.com.
(Public Company; Broadcast Media industry)
2002 — 2005 (3 years )
Creative concepts and execution for web-based games driven by on-air and online advertising/promotions.
(Public Company; 51-200 employees; KAB; Internet industry)
2000 — 2001 (1 year )
Creative, planning, and design work for youth-market internal and services projects, such as www.Babar.com.
(Privately Held; 51-200 employees; Computer Software industry)
1997 — 1999 (2 years )
Creative, planning, and design work largely for youth-oriented service projects such as the 'Dreamcatchers' edutainment CD-ROM and the official web site for the 'Jacob Two-Two Meets The Hooded Fang' movie.
(E-Learning industry)
1994 — 1996 (2 years )
Creative contributor to interactive edutainment CD-ROM development.