![]() Hear how soft skills were taught back at Crystal Dynamics, cultivating empathy, and treating others with respect. Learn Rich’s advice for game designers to understand psychology, systems dynamics, along with having T-shaped skills. Hear about going over to Naughty Dog to work on Jax, the critically acclaimed Uncharted series, and how the game industry is really more like a dozen industries. We then share stories of outdated GDDs, Mark Cerny’s Game Design Macro format, and moving over to Crystal Dynamics in the mid-90s to work on the Gex and Soul Reaver series. We discuss the effects of crunch, the importance of managing projects, and how his book is a textbook of his class covering intermediate level design and production. Hear about how he got his first job at MicroProse, the importance of psychology in game design, along with wishing he’d known how to manage projects better when starting. We begin by discussing his Associate Professor role in the USC School of Cinematic Arts and the recent release of his book, A Playful Production Process, for Game Designers (and Everyone). ![]() I welcome Richard Lemarchand from the USC Games program tonight.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |