Jorge Albor is a freelance writer and editor. Along with a co-creator Scott Juster, he maintains a blog and podcast available at www.experiencepoints.blogspot.com . He is also a graduate student studying International Relations in the Bay Area. Along with numerous developers around the world, he aspires to cram his two passions together by contributing the growing “serious games” Industry.
Kirk Battle (L.B. Jeffries)
Kirk Battle is a law student from South Carolina who uses the pseudonym L.B. Jeffries on the internet. After majoring in English, he wandered around the resort scene in California, taught a little creative writing in Vermont, and ended up dead broke on the lower east side of Manhattan. A year of working for the government convinced him that there are some things worse than death so he took the LSAT. He continues to maintain his sanity and artistic sensibilities by posting a weekly on the PopMatters blog, ‘Moving Pixels’, providing game reviews, and whatever else captures his fancy.
Jay Bushman (www.jaybushman.com) is a platform-agnostic storyteller and transmedia producer. Under the banner of the Loose-Fish Project, he adapts classic stories to the net, included twitter reenactments of Star Wars and the Empire Strikes Back, a collaborative improvisational H.P. Lovecraft story and a group blog modernization of Spoon River Anthology. Jay co-manages the Transmedia Los Angeles meetup (http://groups.google.com/group/transmedia-la) and is a founding member of the Transmedia Artists Guild. (http://www.transmediaguild.com/)
Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. He is the Director of the Entertainment Technology Center – Pittsburgh at Carnegie Mellon University and the Editor of ETC Press. http://waxebb.com/
Stephen Jacobs is an Associate Professor in the Department of Interactive Games and Media and the Director of the Lab for Technological Literacy at the Rochester Institute of Technology where he teaches courses in game history, analysis, design and writing. He also currently serves as the Visiting Scholar at The International Center for the History of Electronic Games at the Strong National Museum of Play where he assists in exhibit design and collections interpretation.
Andy Jih is a producer and game designer living and working in Pittsburgh, PA. He most recently was the VP of Production at Evil Genius Designs, a Pittsburgh start-up company focused on bridging the gap between game design and location-based entertainment through the use of mobile devices. Prior to Evil Genius Designs, Andy was a producer at Schell Games where he worked on projects ranging from Nintendo Wii titles and an original IP Nintendo DSi game to an interactive theme park attraction at Epcot.
Jesper Juul has been working with the development of video game theory since the late 1990’s. An occasional game developer (including collaborations with Rasmus Keldorff), he is a visiting arts professor at the NYU Game Center, and has previously worked at the Singapore-MIT GAMBIT Lab at MIT and at the IT University of Copenhagen. His book Half-Real on video game theory was published by MIT press in 2005. His recent book A Casual Revolution examines how puzzle games, music games, and the Nintendo Wii are bringing video games to a new audience. He maintains the blog The Ludologist on “game research and other important things”.
Rasmus Keldorff is a game designer, artist, and developer. He has worked on several dozen online and download games while at planet.dk, LEGO, GameTrust, RealGames, and as single-man outfit RazorMouse; most notably “Shroomz” (Billboard Downloadable Game of the Year 2004). With Jesper Juul, he has collaborated on a handful of game projects to date, including High Seas: The Family Fortune (GameTrust 2007). He is currently consulting with MiniClip.com on upcoming multiplayer experiences, whilst working on new original concepts for social & touch games.
Frank Lantz is Creative Director and co-Founder of Area/Code, a New York based developer that creates cross-media, location-based, and large-scale social games. Before starting area/code, Frank was the director of game design at Gamelab, and worked as a game designer for POP&Co. For over 15 years, Frank has taught game design at NYU’s Interactive Telecommunications Program, the School of Visual Arts, and the New School. He is currently the director of the NYU Game Center. His writings on games, technology and culture have appeared in a variety of publications.
Currently working as Creative Director at EA/Maxis, Stone Librande, (M.S. MIT Media Laboratory, B.F.A. California Institute of Arts Film/Video School), has worked in a wide variety of technical and creative fields. He has been employed as an art director, video producer, software engineer and freelance illustrator. On weekends he is either teaching a game design course at Cogswell College in Sunnyvale, CA. or creating his own custom card and board games.
Benjamin Nourse Miller is currently a game designer at Insomniac Games working on AAA console titles. Before starting his career in the videogame industry, he studied English and Computer Science at the University of Virginia. After graduation, he worked as an Educational Project Manager for a company that developed software to help treat congenital heart disease and was a freelance animator and web developer in his spare time. Deciding to pursue his lifelong dream of designing videogames, he attended Carnegie Mellon’s Entertainment Technology Center where he helped create an interactive theatre production and iiii design, www.iiiidesign.com, a small design collective that is currently exploring new areas of meaningful play on mobile devices. While not at Insomniac, he creates new, innovative videogames with talented friends, critiques most media he encounters, and always finds time for play. His favorite game is Ms. Pacman.
Follow him on twitter, @noursemiller, or email him, firstname.lastname@example.org, about anything related to design or videogames. The extra curious are welcome to explore his portfolio website: www.rhetoricsend.net.
Oscar García Pañella
Oscar García Pañella holds a B.Sc. degree in Telecommunications, besides a M.Sc. and Ph. D degrees in Electronic Engineering, respectively, in 1995, 1998 and 2004, from La Salle School of Engineering in Ramon Llull University, Barcelona, Spain. His main Ph. D topic was an automatic simulation of deformable objects applied to Telemedicine, partially granted by the EPSON Ibérica’s “Rosina Ribalta prize” for the best pre-doctoral project (1999). He’s enjoyed several stages abroad, like at the IMSC (Integrated Media Systems Center) of the University of Southern California (USC, Los Angeles, California, USA) in 1997-1998, at the VIS Lab within The Henry Samueli School of Engineering (University of California at Irvine - UCI) in 2005, and at the Entertainment Technology Center located at Carnegie Mellon University (ETC @ CMU, Pittsburgh, PA, USA) during 2008-2009-2010.
He leads the Multimedia Section within the Media Technologies Research Group (GTM) at La Salle-URL since 2002, while directing the studies related to Multimedia (an undergaduate program in Multimedia Engineering plus a master program in Multimedia Design, Creation and Engineering).
Celia Pearce is a veteran interactive media designer, researcher and writer. She is currently is Assistant Professor of Digital Media in the School of Literature, Communication and Culture at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group. She is the author of Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds (MIT 2009) as well as numerous papers and book chapters on multiplayer games, game art and games and gender. She has also curated new media exhibitions and is currently Festival Chair for IndieCade, an international independent games festival and showcase series. She is also a co-founder of Codename, an independent video game label, as well as Ludica, a women’s game collective.
Sam Roberts is the Festival Director for IndieCade and a founding partner of Codename Games. Sam has unique hands-on expertise in building and operating independent game festivals and communities. He earned a B.S degree from Northwestern University, where he studied theater and cognitive science. He has worked in the entertainment industry as a writer, producer, director and designer in several media. He has also served on the managing board of several production companies, including the Sight Unseen Theater Group, of which he is currently a member. Sam is known among his friends as a stellar D&D GM, but watch out when playing against him: he’s a vicious adversary.
Matthew Sakey is a freelance games journalist, consultant, and industry analyst, and is a sought-after guest speaker at university games curricula and gaming conferences. For the past seven years he has been a featured monthly writer for International Game Developers Association, where he writes about the influence of gaming on culture in his column Culture Clash (www.igda.org/culture-clash). Matt also owns and maintains the popular gaming and entertainment website Tap-Repeatedly (http://tap-repeatedly.com), and works as an e-Learning developer, helping corporations bring games-based training to life. He lives in Michigan. Reach him at email@example.com.
Bobby Schweizer is a doctoral student in the Digital Media program at the Georgia Institute of Technology. He coordinates the Games and Spaces Research Group and studies videogames, theme parks, boardwalks, cities, and architecture. Bobby co-authored _Newsgames: Journalism at Play_ with Ian Bogost and Simon Ferrari.
John Sharp is an interaction designer, game designer, art historian and educator. He has been involved in the creation and study of art and design for twenty years. John’s design work is focused on social network games, artgames and non-digital games. His current research is focused on game design curriculum for after-school programs, the artgames movement, the history of play, and the early history of computer and video games.
John is a professor in the Interactive Design & Game Development department and the Art History department at the Savannah College of Art and Design-Atlanta. He is also a member of the game design collective Local No. 12, a group of academics including Mike Edwards (Research Faculty, Design & Technology, Parsons the New School for Design), Colleen Macklin (Associate Professor, Design & Technology, Parsons the New School for Design) and Eric Zimmerman (NYU Game Center) which focus on Twitter as a game and research platform. John is also a member of the Leisure Society, a group dedicated to the intersection of games, narrative and art. John is also a partner in Supercosm, where he focuses on interaction and game design for arts and education clients.
Lee Sheldon has written and designed over 20 commercial video games and MMOs. His book Character Development and Storytelling for Games is required reading at many game developers and in game design programs at some of the world’s most distinguished universities. Lee is a contributor to several books on video games including Writing for Video Game Genres from the IGDA, Game Design: An Interactive Experience and Second Person. He is cited in many publications; and is a regular lecturer and consultant on game design and writing in the US and abroad. Before his career in video games Lee wrote and produced over 200 popular television shows, including Star Trek: The Next Generation, Charlie’s Angels, and Cagney and Lacey. Recently he consulted on Danger Game, a TV series in development for the SyFy Channel. As head writer of the daytime serial Edge of Night he received a nomination for best writing from the Writers Guild of America. Lee has been twice nominated for Edgar awards by the Mystery Writers of America. His first mystery novel, Impossible Bliss, was re-issued in 2004. Lee began his academic career in 2006 as a professor at Indiana University where he taught game design and screenwriting. At IU Lee instituted the practice of designing classes as multiplayer games; worked on the serious games Quest Atlantis and Virtual Congress; and wrote and designed the alternate reality games The Skeleton Chase and Skeleton Chase 2: The Psychic funded by the Robert Wood Johnson Foundation; and Skeleton Chase 3: Warp Speed funded by Coca-Cola. He continues as creative director of the narrative-driven MMO Londontown. In 2010 he joined Rensselaer Polytechnic Institute as Co-Director of the Games and Simulation Arts program. He is working on his third book, The Multiplayer Classroom: Designing Coursework as a Game, with another book to follow: Practical Game Design: A Toolkit for Educators, Researchers and Corporations. His first mystery novel, Impossible Bliss, was re-issued in 2004. He is also design consultant and lead writer on two commercial games currently in development based on the Star Trek universe. One is a casual browser-based MMO. The other is a Facebook game.
Brett uses a variety of mixed-method research approaches to study vision, perception, cognition, and the design and assessment of innovative technologies for learning. Other interests include immersive and interactive learning environments, data visualizations, open education, instructional simulations and educational gaming. He directs the IDIAS Institute which has projects based on the development of hand-held applications for learning, as well as virtual world training applications that use unique design attributes to facilitate after-action review and assessments.
Seth Sivak is currently a gameplay engineer and lecturer on games in Cambridge, MA. He received his undergraduate degree from Northeastern University in mechanical engineering and then traveled to Pittsburgh to attend the Carnegie Mellon University Entertainment Technology Center and study game programming. While there he worked on a new genre of game called an Active-Adventure (www.activeadventuregame.com ) and also spent a summer working at Walt Disney Imagineering. He hopes to become a professor someday and look deeper into the journey the player takes through a game. After graduation he has focused on social games and has helped develop many titles for the web and facebook platform. More information can be found at his website: www.sethsivak.com .
Francisco was born in Caracas, Venezuela and currently works as a Game Designer in Pittsburgh, PA. He enjoys games of all kinds, European soccer and media-based, unconventional storytelling. If you wish to know more about him, Google might be a good starting point. http://www.franciscosouki.com
Matthew studied film production at the University of Wisconsin Milwaukee before coming to MIT to study videogames in the Comparative Media Studies program. After a brief stint in the games industry he returned to MIT as Lead Game Designer for the Singapore-MIT GAMBIT Game Lab, where he currently works with students and interns to create research-based games. His writing has appeared in various online and book publications, and tends to explore practices of film-to-game adaptation, in cases such as horror cinema, James Bond, and the Alien franchise. Matt’s weekly writings can be found at his blog outsideyourheaven.blogspot.com and games he has collaborated on are available at gambit.mit.edu.
Jose P. Zagal
Dr. José P. Zagal is a game designer, scholar, and researcher. He is Assistant Professor at the College of Computing and Digital Media at DePaul University where he teaches game design, online communities, and ethics. His research work explores the development of frameworks for describing, analyzing, and understanding games from a critical perspective to help inform the design of better games. He is also interested in supporting games literacy through the use of collaborative learning environments. His book on this topic, “Ludoliteracy: Defining, Understanding, and Supporting Games Education”, was recently published by ETC Press. Dr. Zagal is on the editorial board of the International Journal of Gaming and Computer-Mediated Simulations and the Journal of the Canadian Gaming Studies Organization. He is also a member of the executive board of the Digital Games Research Association (DiGRA). José received his PhD in computer science from Georgia Institute of Technology in 2008, his M.Sc. in engineering sciences and a B.S. in industrial engineering from Pontificia Universidad Católica de Chile in 1999 and 1997.