Erick Wujcik

Senior Game Designer / Writer at Totally Games

San Francisco Bay Area

Current
Past
  • Game Design Studio Manager at Ubisoft Shanghai
  • Game Designer at Outrage Entertainment
  • Lead Game Designer at PyroTechnix: Sierra Studios
  • Game Designer at Palladium Books
  • President at Phage Press
  • Computer Columnist at The Detroit News
  • Director at Detroit Gaming Center
Education
  • Wayne State University
Connections
298 connections
Industry
Computer Games
Websites

Erick Wujcik’s Summary

here at Totally Games I'm happy to be working on some great new game proposals, in my role as Senior Game Designer/Writer for Totally Games. It's awesome to get back in touch with my creative roots, and to have a chance to design and write from the ground up.

Any publishers interested in acquiring projects with new I.P. should get in touch!

My job, and my joy, is to bring new kinds of fun to every game, and every team. I've a huge believer in motivating people, and including all aspects of production in the work process of designing games. Along with the satisfaction of making games, I've also worked hard to create an environment where junior game designers, trainees, students, and interns will have the right tools to become the next generation of game professionals.

Erick Wujcik’s Specialties:

Creating Original I.P., Adapting Licensed Properties, Game Design, Story Construction & Writing, Teaching & Instruction, Management, Writing, Recruiting and Team Building


Erick Wujcik’s Experience

  • Senior Game Designer/Writer

    Totally Games

    (Privately Held; 11-50 employees; Computer Games industry)

    December 2006Present (3 years )

    From the new www.totallygames.com webpage:

    "We’ve also added bench strength to our development team with the recent appointment of seasoned game industry veteran Erick Wujcik as Senior Game Designer. In addition to our core game development, our staff expansion will allow us to offer more non-traditional game development services and take on design-only projects for companies that want to integrate innovative interactive experiences into broader entertainment- and consumer-based brands and markets."

  • Adjunct Assistant Professor of Game Design

    Hong Kong Polytechnic University

    (Educational Institution; 1001-5000 employees; Higher Education industry)

    September 2002Present (7 years 3 months)

    Teaching not only game design, but also creativity and production management, many of my graduate students won major awards for their game projects, including a place in the Student Showcase at the 2005 GDC in San Francisco.

  • Freelance Writer and Game Designer

    Self-employed

    (Computer Games industry)

    1979Present (30 years )

  • Game Design Studio Manager

    Ubisoft Shanghai

    (Public Company; 1001-5000 employees; Computer Games industry)

    September 2004October 2006 (2 years 2 months)

    In far-off Shanghai, I had the pleasure of working as Game Design Studio Manager for Ubisoft, managing the creative leads of Splinter Cell: Double Agent (Xbox360), Ghost Recon: Advanced Warfighter (PS2 & Xbox), Brothers in Arms (PS2 & PSP) and other, yet-to-be-announced, new titles.

    Responsible for the game design assets, team building, and for overall studio growth, as well as training and staff development. Other duties ranged from creative oversight, to game design, to recruiting.

  • Game Designer

    Outrage Entertainment

    (Privately Held; 11-50 employees; Computer Games industry)

    December 1999May 2002 (2 years 6 months)

    Outrage Entertainment (later THQ's Outrage Games) was where I worked on Alter Echo (for PS2 and Xbox), as well as on a terrific, never-released, title for InterPlay, called Rubu Tribe.

  • Lead Game Designer

    PyroTechnix: Sierra Studios

    (Public Company; 1001-5000 employees; Computer Games industry)

    January 1998April 1999 (1 year 4 months)

    PyroTechnics (a Sierra Studio, subsequently eaten by Vivendi) was where I served as Lead Game Designer for Return to Krondor (Windows PC). Working closely with Ray Feist, and the other leads, I also did the original design on Blood of Krondor.

  • Game Designer

    Palladium Books

    (Privately Held; 1-10 employees; Publishing industry)

    February 1981November 1998 (17 years 10 months)

    Freelance game writer and designer for Palladium Books, where I started in game design with (paper) role-playing games, where I designed Teenage Mutant Ninja Turtles & Other Strangeness, Revised RECON, Ninjas & Superspies, and Mystic China, along with lots of other titles. In the last couple of years, while holding down my electronic game jobs, I wrote and designed the After the Bom RPG, Wolfen Empire (for the Palladium Fantasy RPG), Rifts China 1: Hells of the Yama Kings, and Rifts China 2: Heroes of the Celestial Court.

  • President

    Phage Press

    (Privately Held; 1-10 employees; Publishing industry)

    January 1991September 1998 (7 years 9 months)

    In the paper RPG field I'm best known for Amber Diceless Role-Playing, based on the Amber Chronicles by Roger Zelazny, which had, and still has, influence on subsequent developments in RPGs. Publisher of Amber Diceless Role-Playing, Shadow Knight, and numerous issues of Amberzine, with contributions by Ray Bradbury, Roger Zelazny, and many others.

  • Computer Columnist

    The Detroit News

    (Public Company; 501-1000 employees; Newspapers industry)

    January 1979January 1989 (10 years 1 month)

    Weekly Computer Columnist for a major metropolitan daily newspaper (The Detroit News, back when it had a circulation of well over a million/day), and one of the first in a very new field, describing a new industry, a new technology, and a new way of life, to a mass audience.

  • Director

    Detroit Gaming Center

    (Non-Profit; 11-50 employees; Civic & Social Organization industry)

    April 1979May 1981 (2 years 2 months)

    Back when TSR's Dungeons & Dragons was sweeping the nation, I ended up with a big problem. How to accomodate the growing number of people in the Detroit Area who needed a place to play? As a volunteer effort, I gathered up some dedicated players from Wayne State University, put together a non-profit organization, and decorated, furnished and moved into a huge 6,000 square foot, 16-room office complex, complete with a library, special-purpose game rooms and video arcade machines. It only lasted a couple of years, but it was an outlet for hundreds of gamers, young and old.


Erick Wujcik’s Education

  • Wayne State University

    History, Computer Science 19691997

    Activities and Societies:
    Michael Conrad's Bio-Computing Group, Wayne Weregamers, Student Member to the Board of Governors Budged Committee, Chairman of the Student Council Budget Committee, Chairman of the Student Council Policies & Procedures Committee, Founding Member of the Wayne Third Foundation

Additional Information

Erick Wujcik’s Websites:

Erick Wujcik’s Interests:

Game Design, Game Design Instruction, Role-Playing Games, Role-Playing Game Theory; creativity & creativity instruction; evolutionary computing, genetic algorithms & artificial life; science fiction & fantasy literature; chess & other boardgames.

Erick Wujcik’s Groups:

IGDA

  •    International Game Developers Association

Erick Wujcik’s Contact Settings

Interested In:

  • career opportunities
  • job inquiries
  • expertise requests
  • reference requests
  • getting back in touch

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