Senior Game Designer / Writer at Totally Games
San Francisco Bay Area
Senior Game Designer / Writer at Totally Games
San Francisco Bay Area
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.
Creating Original I.P., Adapting Licensed Properties, Game Design, Story Construction & Writing, Teaching & Instruction, Management, Writing, Recruiting and Team Building
(Privately Held; 11-50 employees; Computer Games industry)
December 2006 — Present (2 years 8 months)
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."
(Educational Institution; 1001-5000 employees; Higher Education industry)
September 2002 — Present (6 years 11 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.
(Computer Games industry)
1979 — Present (30 years)
(Public Company; 1001-5000 employees; Computer Games industry)
September 2004 — October 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.
(Privately Held; 11-50 employees; Computer Games industry)
December 1999 — May 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.
(Public Company; 1001-5000 employees; Computer Games industry)
January 1998 — April 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.
(Privately Held; 1-10 employees; Publishing industry)
February 1981 — November 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.
(Privately Held; 1-10 employees; Publishing industry)
January 1991 — September 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.
(Public Company; 501-1000 employees; Newspapers industry)
January 1979 — January 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.
(Non-Profit; 11-50 employees; Civic & Social Organization industry)
April 1979 — May 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.
History, Computer Science 1969 — 1997
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.
IGDA