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Published byAvice Greer Modified over 10 years ago
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Game Whispering Inc.
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Profile & experience 12 years of experience in the design field Managed design and creativity at Ubisoft Montreal for 6 years, as well as at Relic Entertainment Participated to mega-IPs (Assassin’s Creed, Rainbow Six, Far Cry...) as creative manager, lead designer or creative director Experienced speaker, columnist and creative coach Alexandre Mandryka Soon!
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the creative vision describes a player experience In response to a business opportunity, the creative vision describes a player experience to inform the work of all disciplines in a top-down fashion. Clarifying the creative flow reinforce the player experience Each discipline must then propose technical solutions to deliver and reinforce the player experience, meeting the vision in a bottom-up way. Design is similar to other disciplines Design is similar to other disciplines and should be evaluated by how it delivers on the intended player experience, making its management easier.
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Differentmission types Different mission types Evaluate A quick evaluation of, for example, a game, a pitch, a team structure or design practices, to identify strengths and weaknesses and determine next steps One or two weeks on site, plus one week off-site to draft the report Support A mid-term mission, helping a team to accomplish a specific goal like developing a given game system, coaching and establishing a creative dynamic, building a prototype... One or two weeks on site each month, with optional off-site follow-up Create A content creation mission like a market segment study, a game pitch, creative vision development... Timing and modalities would be largely dependent on the mission goals
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Alexandre Mandryka – amandryka@gmail.comamandryka@gmail.com Cell phone – (+1) 604-353-2188 www.gamewhispering.com LinkedIn profileLinkedIn profile – Mobygame pageMobygame page Article – Lifting the Designer’s CurseLifting the Designer’s Curse
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