Eric has over a decade of experience as a Senior and Lead Engineer on such products as Asheron’s Call 2 as well as being Producer for AC2. In addition, he has impressive credentials as an MMO systems designer, most recently for the upcoming MMO Star Trek Online.
I’ve always known I’d be a game developer. I coded little games as a kid, and designed pencil-and-paper board games for my siblings to play. I just assumed I’d one day be a game developer.
I started out, though, as an engineer for massive networked simulation software. After many years of engineering experience, I took the leap and applied to Turbine Entertainment, where I spent the next five years. I began there as an engineer, but after a while I was asked to be the effective Producer for the Asheron’s Call 2 post-ship team. The AC2 live team was small, so I got to do a bit of everything, from production planning to coding to design. It was here that I found a real love of game systems design and balancing.
I took the role of lead systems designer for the (one and only) AC2 expansion, “AC2: Legions”, which was very well received by players. Since then, I’ve been an engineer and designer on projects both large and small. Most recently I’ve been creating games for the casual market, but my true passion remains in massive gaming.
You can also read my resume.
From Lead Engineer and Game System Designer on Asheron’s Call to Producer on Asheron’s Call and EverQuest II, Sandra has done it all.
I was never one of those kids who wanted to make games. I was indifferent to the charms of shaping pixels into Tetris blocks. But from the moment I met my first text MUD (circa 1988) I knew I’d found something different. I didn’t want to make games — I wanted to create worlds!
I got my chance when I was hired by Turbine, Inc. as a Game Systems Engineer to help build Asheron’s Call 2 (AC2). A year later I moved over to work on Turbine’s first title, Asheron’s Call (AC1), which had launched some time before. I quickly became the Lead Engineer and this small team was the perfect environment to start stretching myself into design and production as well.
Soon after, I also assumed the roles of Producer and Game System Designer for Asheron’s Call. (As Producer, I also handled anything that wasn’t otherwise covered — so I got to do a good bit of community management and QA as well as quest and level design.) The apex of the experience was the Asheron’s Call: Throne of Destiny expansion, launched in 2005. This was only the second boxed expansion to AC1 ever (and at this point, unfortunately, the last) but my small and very talented team produced quite an ambitious and engaging addition to the game.
In late 2005 I parted ways with Turbine and kicked around doing some contract work in MMO design and engineering while Eric worked hard to design Star Trek Online. But when an opportunity arose to move to Sony Online Entertainment as Producer on EverQuest II (EQ2) I had to jump on it. I spent a year working with the exceptional minds on EQ2, finishing up the EverQuest II: Echoes of Faydwer expansion and getting a good start on the EverQuest II: Ruins of Kunark expansion, before Eric convinced me to join him in the exciting world of independent game development.
You can also check out my resume.