Politicians make a lot of promises when they run for office. A promise doesn’t really mean anything until it is delivered.
There are a lot of things, I cannot do well, but I certainly also have a few things I always do well. That is what I will
deliver to you. This is my list of deliverables:
- Persuasive and fluent communication in both spoken and written words.
- Creativity through artistic expression as well as pure idea generation.
- Super broad base of knowledge.
- Strong strategic thinking and analysis through intuition and intellection.
- Understanding of the mechanics of people.
- Strong and vivid visions of the future; A form of storytelling which can motivate and rally people around an idea
or a project.
- Zeal, passion and enthusiasm for whatever I do; Which in turn becomes evangelism when more people are added
to the mix.
- Broad base of experience from a wide range of useful roles outside the games industry.
Heroes and personal ideals
My personal ideal is the Renaissance man, the polymath, embodied in Leonardo da Vinci. Fluent and well versed in a great
number of sciences and arts. I believe each new topic of interest adds new dimensions to the ones already acquired.
In more recent time Sid Meier has demonstrated such genius, as he has designed games across a vast spectrum of genres, and done so masterfully.
Socrates said, that knowledge is never in vain. This desire to learn and master a vast number of disciplines across an
extremely broad range of topics is very deeply seated in me. That is why I feel so drawn to games design, as I see it as
the most multidisciplinary creative work possible.
What a wonderful challenge!
Ambitions and direction
I am intrigued by solid and innovative storytelling. Classic works like Planescape: Torment and Half Life, and movies like Memento, The Usual Suspects and David Fincher's work are inspiring touchstones I use for measuring the development of my own work. It is my goal and
ambition to one day be able to break entirely new ground with storytelling in games design in the spirit of these remarkable
examples. I have several possible avenues outlined, through which to do this. My future will be full of that; taking games
design, storytelling and the whole emotional experience of playing to new levels.
The first stop will be in texture work. The devil is in the details, and telling stories through subtle details is where good texture art excels.
It is my explicit goal to become the world's best texture artist by 2010. Further to this goal I am currently exploring environment and prop texturing, both realistic and stylised/cartoony. I find that this goal focuses my efforts and progress immensely.
That is on my personal list of deliverables, I primarily owe to myself.
If you don’t find evidence backing these claims on these pages, feel free to contact me for more information, or get in touch
with any of these people:
Oliver Davies, Esq.
Contributed to games design on among many others Donkey Kong Country, Goldeneye, Banjo Kazooie and This is Football. Lead Designer
with Rare, Acclaim, Sony Computer Entertainment among others. Today with Lost World Designs.
Gabrielle L. Kent
Games design lecturer at
University of Teeside. Formerly an Artist with Pitbull Syndicate.
Please request her contact details.
Nikolaj Sebaldus, Esq.
Award winning documentary producer and director, script writer, long time personal friend and business associate.
Herb Wiersma, Esq.
Games art lecturer at
University of Teeside, accomplished fine artist and business associate.