Meet Nathan Blaisdell!
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This week we’re proud to introduce Star Citizen’s Senior Designer, Nathan Blaisdell! Nathan comes to CIG with plenty of experience in the game industry, must recently working with Chris Roberts’ old co-worker Warren Spector at Junction Point! You’ll get to learn more about him on Friday’s all-new episode of Wingman’s Hangar… tune in at 11 AM CST (-6 GMT) for that!
How did you get started in the game industry?
I grew up with a C-64 (after a brief stint with a VIC-20) and knew from an early age (7 or 8) that I wanted to make games for a living. I majored in Computer Science, but it wasn’t until I got my first foot in the door at Looking Glass Studios as a QA tester that I realized that game design was really where my passion lies. Little did I know I would be testing the sequel to System Shock, one of my all-time favorite games not to mention a groundbreaking immersive sim. Shortly after that I became a designer working at Irrational Games. What projects have you worked on?
System Shock 2, Thief: Deadly Shadows, Deus Ex: Invisible War, Doom 3, Spider-Man 3, Marvel Ultimate Alliance 2, Disney Epic Mickey 1 & 2, and a hand full of titles that never shipped. Were you familiar with Chris Roberts’ games before Star Citizen?
Of course. Though it wasn’t until I started working in the games industry that I realized that he was behind games like Wing Commander and Times of Lore (which I remember playing on my C-64 so long ago). What will you be doing for Cloud Imperium?
As a Senior Designer, I’ll be doing a lot of different things including mission design, systems design, gameplay scripting, tuning, balancing and more. Also, I’m responsible for destroying Rob at board game night as much as possible. What are you most excited to see in Star Citizen/Squadron 42?
Many, many things. But probably most of all, I’m excited to see how the players will take the game systems we make and create gameplay in ways we had not anticipated.
What are you playing right now?
When I’m not playing “Dad” I’m often found playing Magic the Gathering Online, and I recently have been doing some catch up with games like Amnesia and Mark of the Ninja. And after 16 years or so, Pete got me back into the recent revival of the card game Netrunner.
How did you get started in the game industry?
I grew up with a C-64 (after a brief stint with a VIC-20) and knew from an early age (7 or 8) that I wanted to make games for a living. I majored in Computer Science, but it wasn’t until I got my first foot in the door at Looking Glass Studios as a QA tester that I realized that game design was really where my passion lies. Little did I know I would be testing the sequel to System Shock, one of my all-time favorite games not to mention a groundbreaking immersive sim. Shortly after that I became a designer working at Irrational Games. What projects have you worked on?
System Shock 2, Thief: Deadly Shadows, Deus Ex: Invisible War, Doom 3, Spider-Man 3, Marvel Ultimate Alliance 2, Disney Epic Mickey 1 & 2, and a hand full of titles that never shipped. Were you familiar with Chris Roberts’ games before Star Citizen?
Of course. Though it wasn’t until I started working in the games industry that I realized that he was behind games like Wing Commander and Times of Lore (which I remember playing on my C-64 so long ago). What will you be doing for Cloud Imperium?
As a Senior Designer, I’ll be doing a lot of different things including mission design, systems design, gameplay scripting, tuning, balancing and more. Also, I’m responsible for destroying Rob at board game night as much as possible. What are you most excited to see in Star Citizen/Squadron 42?
Many, many things. But probably most of all, I’m excited to see how the players will take the game systems we make and create gameplay in ways we had not anticipated.
What are you playing right now?
When I’m not playing “Dad” I’m often found playing Magic the Gathering Online, and I recently have been doing some catch up with games like Amnesia and Mark of the Ninja. And after 16 years or so, Pete got me back into the recent revival of the card game Netrunner.
Diese Woche sind wir stolz darauf, Star Citizen's Senior Designer, Nathan Blaisdell, vorzustellen! Nathan kommt mit viel Erfahrung in der Spieleindustrie zu CIG, muss kürzlich mit Chris Roberts' altem Kollegen Warren Spector am Junction Point zusammenarbeiten! Du wirst mehr über ihn erfahren, wenn du am Freitag die brandneue Episode von Wingman's Hangar.... um 11 Uhr CST (-6 GMT) einschaltest!
Wie bist du in der Spieleindustrie gestartet?
Ich bin mit einem C-64 aufgewachsen (nach einem kurzen Stint mit einem VIC-20) und wusste schon früh (7 oder 8 Jahre), dass ich Spiele für meinen Lebensunterhalt machen wollte. Ich habe Informatik studiert, aber erst als ich als QA-Tester meinen ersten Fuß in die Tür von Looking Glass Studios gesetzt habe, wurde mir klar, dass das Spieldesign wirklich meine Leidenschaft ist. Ich wusste nicht, dass ich die Fortsetzung von System Shock testen würde, einem meiner Lieblingsspiele, ganz zu schweigen von einer bahnbrechenden, immersiven Sim. Kurz darauf wurde ich Designerin und arbeitete bei Irrational Games.
An welchen Projekten hast du gearbeitet?
System Schock 2, Dieb: Tödliche Schatten, Deus Ex: Invisible War, Doom 3, Spider-Man 3, Marvel Ultimate Alliance 2, Disney Epic Mickey 1 & 2, und eine Hand voller Titel, die nie ausgeliefert wurden.
Warst du mit Chris Roberts' Spielen vor Star Citizen vertraut?
Natürlich. Obwohl es nicht so lange dauerte, bis ich anfing, in der Spieleindustrie zu arbeiten, wurde mir klar, dass er hinter Spielen wie Wing Commander und Times of Lore steckt (an die ich mich erinnere, dass ich vor langer Zeit auf meinem C-64 gespielt habe).
Was werden Sie für Cloud Imperium tun?
Als Senior Designer werde ich viele verschiedene Dinge tun, darunter Missionsdesign, Systemdesign, Gameplay-Scripting, Tuning, Balancing und mehr. Außerdem bin ich dafür verantwortlich, Rob bei Brettspielen so weit wie möglich zu zerstören. Was freut dich am meisten in Star Citizen/Squadron 42 zu sehen?
Viele, viele Dinge. Aber wahrscheinlich vor allem bin ich gespannt, wie die Spieler die von uns entwickelten Spielsysteme und das Gameplay auf eine Weise gestalten werden, die wir nicht erwartet hatten.
Was spielst du gerade?
Wenn ich nicht "Dad" spiele, werde ich oft beim Spielen von Magic the Gathering Online gefunden, und ich habe in letzter Zeit einige Spiele wie Amnesia und Mark of the Ninja nachgeholt. Und nach etwa 16 Jahren brachte mich Pete wieder zurück in die jüngste Wiederbelebung des Kartenspiels Netrunner.
Wie bist du in der Spieleindustrie gestartet?
Ich bin mit einem C-64 aufgewachsen (nach einem kurzen Stint mit einem VIC-20) und wusste schon früh (7 oder 8 Jahre), dass ich Spiele für meinen Lebensunterhalt machen wollte. Ich habe Informatik studiert, aber erst als ich als QA-Tester meinen ersten Fuß in die Tür von Looking Glass Studios gesetzt habe, wurde mir klar, dass das Spieldesign wirklich meine Leidenschaft ist. Ich wusste nicht, dass ich die Fortsetzung von System Shock testen würde, einem meiner Lieblingsspiele, ganz zu schweigen von einer bahnbrechenden, immersiven Sim. Kurz darauf wurde ich Designerin und arbeitete bei Irrational Games.
An welchen Projekten hast du gearbeitet?
System Schock 2, Dieb: Tödliche Schatten, Deus Ex: Invisible War, Doom 3, Spider-Man 3, Marvel Ultimate Alliance 2, Disney Epic Mickey 1 & 2, und eine Hand voller Titel, die nie ausgeliefert wurden.
Warst du mit Chris Roberts' Spielen vor Star Citizen vertraut?
Natürlich. Obwohl es nicht so lange dauerte, bis ich anfing, in der Spieleindustrie zu arbeiten, wurde mir klar, dass er hinter Spielen wie Wing Commander und Times of Lore steckt (an die ich mich erinnere, dass ich vor langer Zeit auf meinem C-64 gespielt habe).
Was werden Sie für Cloud Imperium tun?
Als Senior Designer werde ich viele verschiedene Dinge tun, darunter Missionsdesign, Systemdesign, Gameplay-Scripting, Tuning, Balancing und mehr. Außerdem bin ich dafür verantwortlich, Rob bei Brettspielen so weit wie möglich zu zerstören. Was freut dich am meisten in Star Citizen/Squadron 42 zu sehen?
Viele, viele Dinge. Aber wahrscheinlich vor allem bin ich gespannt, wie die Spieler die von uns entwickelten Spielsysteme und das Gameplay auf eine Weise gestalten werden, die wir nicht erwartet hatten.
Was spielst du gerade?
Wenn ich nicht "Dad" spiele, werde ich oft beim Spielen von Magic the Gathering Online gefunden, und ich habe in letzter Zeit einige Spiele wie Amnesia und Mark of the Ninja nachgeholt. Und nach etwa 16 Jahren brachte mich Pete wieder zurück in die jüngste Wiederbelebung des Kartenspiels Netrunner.
This week we’re proud to introduce Star Citizen’s Senior Designer, Nathan Blaisdell! Nathan comes to CIG with plenty of experience in the game industry, must recently working with Chris Roberts’ old co-worker Warren Spector at Junction Point! You’ll get to learn more about him on Friday’s all-new episode of Wingman’s Hangar… tune in at 11 AM CST (-6 GMT) for that!
How did you get started in the game industry?
I grew up with a C-64 (after a brief stint with a VIC-20) and knew from an early age (7 or 8) that I wanted to make games for a living. I majored in Computer Science, but it wasn’t until I got my first foot in the door at Looking Glass Studios as a QA tester that I realized that game design was really where my passion lies. Little did I know I would be testing the sequel to System Shock, one of my all-time favorite games not to mention a groundbreaking immersive sim. Shortly after that I became a designer working at Irrational Games. What projects have you worked on?
System Shock 2, Thief: Deadly Shadows, Deus Ex: Invisible War, Doom 3, Spider-Man 3, Marvel Ultimate Alliance 2, Disney Epic Mickey 1 & 2, and a hand full of titles that never shipped. Were you familiar with Chris Roberts’ games before Star Citizen?
Of course. Though it wasn’t until I started working in the games industry that I realized that he was behind games like Wing Commander and Times of Lore (which I remember playing on my C-64 so long ago). What will you be doing for Cloud Imperium?
As a Senior Designer, I’ll be doing a lot of different things including mission design, systems design, gameplay scripting, tuning, balancing and more. Also, I’m responsible for destroying Rob at board game night as much as possible. What are you most excited to see in Star Citizen/Squadron 42?
Many, many things. But probably most of all, I’m excited to see how the players will take the game systems we make and create gameplay in ways we had not anticipated.
What are you playing right now?
When I’m not playing “Dad” I’m often found playing Magic the Gathering Online, and I recently have been doing some catch up with games like Amnesia and Mark of the Ninja. And after 16 years or so, Pete got me back into the recent revival of the card game Netrunner.
How did you get started in the game industry?
I grew up with a C-64 (after a brief stint with a VIC-20) and knew from an early age (7 or 8) that I wanted to make games for a living. I majored in Computer Science, but it wasn’t until I got my first foot in the door at Looking Glass Studios as a QA tester that I realized that game design was really where my passion lies. Little did I know I would be testing the sequel to System Shock, one of my all-time favorite games not to mention a groundbreaking immersive sim. Shortly after that I became a designer working at Irrational Games. What projects have you worked on?
System Shock 2, Thief: Deadly Shadows, Deus Ex: Invisible War, Doom 3, Spider-Man 3, Marvel Ultimate Alliance 2, Disney Epic Mickey 1 & 2, and a hand full of titles that never shipped. Were you familiar with Chris Roberts’ games before Star Citizen?
Of course. Though it wasn’t until I started working in the games industry that I realized that he was behind games like Wing Commander and Times of Lore (which I remember playing on my C-64 so long ago). What will you be doing for Cloud Imperium?
As a Senior Designer, I’ll be doing a lot of different things including mission design, systems design, gameplay scripting, tuning, balancing and more. Also, I’m responsible for destroying Rob at board game night as much as possible. What are you most excited to see in Star Citizen/Squadron 42?
Many, many things. But probably most of all, I’m excited to see how the players will take the game systems we make and create gameplay in ways we had not anticipated.
What are you playing right now?
When I’m not playing “Dad” I’m often found playing Magic the Gathering Online, and I recently have been doing some catch up with games like Amnesia and Mark of the Ninja. And after 16 years or so, Pete got me back into the recent revival of the card game Netrunner.
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Metadata
- CIG ID
- 12955
- Channel
- Undefined
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- Undefined
- Series
- Meet the team
- Comments
- 50
- Published
- 13 years ago (2013-04-10T00:00:00+00:00)