Since its inception in 1996, the Academy of Interactive Arts and Sciences has relied on the leadership and direction of its board of directors. These men and women, all leaders of the interactive software industry, have volunteered their time and resources to help the Academy advance its mission of promoting awareness of the art and science of interactive games and entertainment. Each director has lent his or her talent and prestige to the common concerns of the interactive entertainment industry.
The Academy's Board of Directors is composed of the following industry leaders representing Sony, EA, Nintendo, Microsoft, Atari, and Ubisoft as well as the independent development community:
Jay Cohen is Vice-president of U.S. Publishing and has been with Ubisoft since 1999. Jay’s responsibilities include business planning for North America, building relations with console manufacturers, overseeing non-retail sales, product release planning, content and brand acquisition and general management. His team works to drive Ubisoft’s industry leadership as the most recognized as the most professional and innovative company in the industry. Before joining Ubisoft in 1999, Cohen held positions in retail sales and marketing at G.T. Global Investment Bank and served as international sales and marketing manager at Accolade Inc. Fluent in Spanish, Cohen earned a bachelor of arts in behavioral science and law at the University of Wisconsin, and an MBA from the Fisher Graduate School of International Business at the Monterey Institute of International Studies. He lives in the San Francisco Bay area with his wife and child.
Don L. Daglow has served as president and CEO of Stormfront Studios since founding
the company in 1988. Stormfront's most recent title is The Lord of the Rings:
The Two Towers (PS2, Xbox) for EA and New Line Cinema, based on the film
by Peter Jackson. Don's work has earned recognition in publications ranging
from Computer Gaming World to Inc., Upside, The
Red Herring and the San Francisco Business Times. Electronic
Games called him "one of the best-known and respected producers in the
history of the field." Prior to founding Stormfront, Don served as director
of Intellivision game development for Mattel, as a producer at Electronic Arts,
and as head of the Entertainment and Education division at Broderbund. He designed
and programmed the first-ever computer baseball game in 1971 (now recorded in
the Baseball Hall of Fame in Cooperstown), the first mainframe computer role-playing
game (1976), the first sim game (Intellivision Utopia, 1982) and the
first original play-by-email game (Quantum Space for AOL, 1989). Don
co-designed Computer Game Hall of Fame title Earl Weaver Baseball (1987)
and the first massively multiplayer online graphic adventure, Neverwinter
Nights for AOL (1991-97). He holds a BA in Creative Writing from Pomona
College and a M.Ed. from Claremont Graduate University.
In more than 20 years in the video game industry, Richard Hilleman has touched nearly every category and job in the business. From writing copy protection utilities and soldering cables to designing and building hundreds of Racetracks to settling Labor Actions on movie sets, he has tried nearly everything. Probably best known for his early design and production work on the EA Sports staples such as John Madden Football and NHL Hockey, he has also made twenty fantasy role-playing, military, and action games.
Currently, he works in the internal University at Electronic Arts on specialized education for Producers and Development Directors. Best of all, Christopher and Rachel’s dad still has his teeth after 35 years of ice hockey.
Don James joined Nintendo of America, Inc. in August 1981. In his 20
years with the company he has been responsible for manufacturing,
product development, and design in both coin operated and consumer
products. In his current position, he is responsible for product design
including localization of the packaging, manual, and all print launch
materials. He is also responsible for all of Nintendo's Trade Shows and
sits on the IDSA E_ advisory committee. He participated in organizing
and creating the IDSA and sat on the IDSA Board from April 1994 to
February 1996. He also helped to create the ESRB rating system and
currently sits on the Advisory Committee for the ESRB. He actively
supports the Fred Hutch Cancer Research Center, Starlight Children's
Foundation, Mary Bridge Children's Hospital, and the NW Chapter of the
Boys and Girls Club charities.
Tim is an early founding member of the games industry having formed one
of the first companies, EDGE Games, which at one time was effectively
Electronic Arts Europe and Sega Europe as well as being a top five
European game publisher. In the mid-90s he co-founded AIAS and was
instrumental in creating the first televised games awards show that
AIAS aired on TBS in 1995. With more than 180 games to his credit, Tim
is not only passionate about games, but also a highly experienced
member of non-profit boards having served on the Board of Directors of
the British Academy of Film and Television (BAFTA/LA), been Chairman of
The Guild of Software Houses, a director of the Federation Against
Software Theft and Vice Chair of the Steering Committee of the Writers
Guild of America Interactive Caucus. He is highly motivated to take
AIAS to the next level.
In addition to being the Chairman of EDGE, Tim also instigated games
curriculum at the University of Southern California where he launched
the first game classes in the USC Film School in 1992. He still has
some teaching involvement at USC, now in Engineering/Computer Science,
where more than 400 students have attended his game classes in the past
2 years. Tim is also invited from time to time by the National
Academies to attend meetings in Washington D.C. where he assists in
presenting games and the game industry to government representatives.
Tim earned his joint BS in Physics and Psychology at Leicester
University England, his MA at Nottingham University and his PhD at
University College London.
Lorne Lanning has 15 years experience in computer graphics and digital
media and is the co-founder and president of video game development
company, Oddworld Inhabitants. Lorne is on the board of directors for
The Academy of Interactive Arts and Sciences and also on the "advisory
board to the president" for the San Francisco Academy of Art College.
He has a BFA from the California Institute of the Arts and was also
awarded an Honorary Doctorate Degree from the San Francisco Academy of
Art College.
Lorne's professional training and career began in the early 1980's at the School of Visual Arts in NYC. Here he studied photo-realism and commercial illustration but ultimately felt his visions were being constrained by the limitations of the still image. Lorne helped to support himself through school by working as studio manager and assistant painter to international fine artist, Jack Goldstein. The intellectual depth of Goldstein's paintings and philosophy sparked Lorne to further pursue his interests in technology, film, visual effects, storytelling, and traditional and computer animation, by attending the California Institute of the Arts in Valencia CA.
Lorne's fascination with high technology and its implications to future mass media applications led him to pursue work with the TRW Visualization Center in Redondo Beach, California. Here he worked as technical director of computer animation on projects that visualized aerospace concepts and applications such as the SDI (Star Wars) program.
Forever fascinated by the trail of high-end militaristic technology as it trickled into the commercial entertainment sector, Lorne pursued his interest by taking a position with Rhythm & Hues Studios in Hollywood, CA. Lorne chose Rhythm & Hues because of the cutting edge computer animated work they were doing in commercials, films, station ID's, and with aerospace simulators for motion based ride attractions. While at Rhythm & Hues he worked through several career moves, which included roles of technical director, lead technical director, art director, creative director, and visual effects supervisor. Projects included network Station ID's and feature films, as well as award winning commercials and motion based attractions for Euro-Disney, MCA/Universal, the Worlds Fair, Universal-Japan, Mazda, and Reebok.
In 1994 he convinced long time computer graphics veteran Sherry McKenna (winner of over 40 Clio awards and numerous international film and television awards) to be the cofounder of a new video game development company; Oddworld Inhabitants. Inspired by the nature of property universes created by the likes of Tolkien, George Lucas, Jim Henson and Walt Disney... Oddworld has since been dedicated to creating the next generation of digital content by marrying traditional storytelling and animation sensibilities within its uniquely odd interactive universe.
Their facility in San Luis Obispo, California has attracted top video game and computer animation talent from around the world. Oddworld is a consistent developer of hit games that have garnered over 4 million units sold and over 80 industry awards including honors from illustration fantasy annuals, international film festivals, and the music industry. Oddworld has also co-produced two music video singles; both based upon the Oddworld universe. The first single went on to attain platinum record sales in Europe, while the second will be releasing in 2002. Oddworld's current publishing partner is Microsoft.
Douglas Lowenstein became the first President of the Entertainment
Software Association in June 1994. The ESA is the trade association of
the interactive entertainment industry, serving the business and public
affairs needs of its members. Under Doug's direction, the ESA has been
an effective voice in Washington, D.C. on such industry issues as
ratings, piracy, and copyright issues. He has also overseen the highly
acclaimed E3 trade show owned by the ESA. Prior to joining the staff of
the ESA, Lowenstein was an Executive Vice President in the Washington,
D.C. and New York strategic communications firm Robinson Lake Sawyer
Miller, Inc. From 1986 to 1991, Lowenstein was a principal in National
Strategies, Inc., a Washington, D.C. public policy consulting firm. In
1982, he began a five year-stint in the office of U.S. Sen. Howard
Metzenbaum (D-Ohio), including two as Legislative Director. From 1976
to 1982, Lowenstein was a Washington, D.C. correspondent in the Cox
Newspapers Washington bureau. Lowenstein is also the author of
"Lowenstein: Acts of Courage and Belief" about his late uncle,
political and civil rights activist and former Congressman Allard
Lowenstein.
Dr. Ray Muzyka is Joint CEO and Co-Executive Producer for BioWare Corp.
With no prior experience in the game industry, Ray and Dr. Greg Zeschuk
grew BioWare from a tiny basement operation to a 100 person company
working on some of the most exciting games in the industry. Their
formal training was as Medical Doctors. After releasing Shattered Steel
in 1996, Baldur's Gate in 1998, and a Baldur's Gate mission pack in
1999, BioWare set out to top their efforts with Baldur's Gate 2 and
Neverwinter Nights. BioWare is also working with LucasArts, developing
the first Star Wars-based computer role-playing game.
Joseph Olin is President of the Academy of Interactive Arts & Sciences. Olin has been with
AIAS since July 2004. Olin has been instrumental in raising consumer awareness
of well-known videogame publishers and properties from Nintendo to Sega Genesis.
As Vice President, Marketing & Business Development at U.S. GOLD, INC. / EIDOS
Interactive, he directed all sales, marketing and new business development
activities, and played a key role in the launch of Tomb Raider & Lara Croft game
franchises. Additionally, Olin’s extensive career entails a wide variety of
senior level held positions at Elliot Portwood Studios, Voiceweb Corporation,
Kovel/Fuller, Inc., Della Femina McNamee, Panda Management Company and
Microprose/Hasbro Interactive. Olin is a graduate of the University of Southern
California.
Ted Price is the President and CEO of Insomniac Games, Inc. - an
independent game developer based in Burbank, California. He founded the
company in 1994. The company has since grown to over 150 people.
Insomniac's first game, Disruptor - released for the PlayStation in
1996 was a critical success, winning several industry awards for Best
First Person Shooter. But it wasn't until the release of Insomniac's
second game, Spyro the Dragon(1998), that Insomniac garnered worldwide
attention. Insomniac continued the Spyro series with two more
installments on the Playstation. Insomniac then created Ratchet and
Clank for the PS2 in 2002. The series has grown to include two sequels
in 2003 and 2004. The three titles have garnered over 15 genre awards,
8 Game of the Year awards, and numerous technical achievement awards.
To date Insomniac has sold over 19 million copies of its seven games.
Price's responsibilities at Insomniac include directing the company's
day-to-day business as well as overseeing its projects and contributing
to their design. Price is also the Chairman of the Academy of
Interactive Arts & Sciences. He holds a degree in English from
Princeton University.
Josh is president and co-founder of Pandemic Studios, LLC. Over the past 7 years,
Josh and his partner, Andrew Goldman, have built Pandemic into a company of
200 highly skilled programmers, designers, and artists working on a wide
variety of high-profile titles for consoles and PCs at their offices in
California and Australia. Josh’s creativity, strong business background and
professional approach have formed the foundation for what has become one of
the largest and most successful independent developers in America.
Before founding Pandemic, Josh spent four years at
Activision, Inc., serving as Producer on the 1995 mega-hit
Mechwarrior 2 and later as
Director of Production for the Strategy Division of Activision’s internal
studio. Josh earned his M.B.A. from The Wharton School at the University of
Pennsylvania in 1993, and his B.A. from Pomona College in 1989.
Don Ryan, General Manager of Microsoft Games Studios, has been with Microsoft for over 20 years. Don began his job at Microsoft developing Windows network technology. In 2000 Don began working in Microsoft Games Studios with such titles as: Asheron’s Call 2, Age of Mythology, and Mechwarrior 4. He has been very active in the development of Xbox Live Arcade services, MSN Games Channel, and Messenger Games Channel, and continues to work on simulation games as well. Don holds a B.S. in Electrical Engineering from the University of Alaska Fairbanks, and is completing his Executive MBA from the Kellog School of Management at Northwestern University.
Ted Stanley got the chance to interview Don Ryan about his passion for games.
AIAS Monthly: How many different jobs have you held in the video game industry,
and how has that affected how you do your job today?
Don Ryan: I started out in the games industry as a development manager
then worked my way up to studio manager and now I am a general manager responsible
for multiple game studios. Having a technical background has allowed me to stay
grounded in reality when developing business and product strategy. I understand
what it means to make huge personal sacrifices to get products out of the door.
Running a game studio gave me an appreciation for the special challenges of leading
creative teams as well as the difficulties of growing profits in a hits-driven business.
All of these experiences have been invaluable as I help my team scale our businesses.
AM:What genre of game do you enjoy most, and why?
DR:I love all types of games – console games, PC games, web downloadable
games, online games, mobile games, as well as offline card and board games. On the
console, I tend to be drawn toward more action-oriented genres like FPS, survival
horror, and action RPG. There is something about epic adventures on a big screen
TV that is really compelling. On the PC, I tend to play more RTS and simulation
games. The mouse and keyboard are powerful allies when trying to command large
armies or negotiate complicated situations. On the web, it is all about the action
puzzle category for me. I love a fast and furious puzzle game that challenges your
mind as well as your reflexes. The immersive worlds of MMORPGs are always a lot of
fun for me but they can be almost too addictive so I have to moderate my usage.
I enjoy the social aspects of online game play just as much as the competitive
aspects which is why I am just as likely to be playing Hearts on the Internet as
competing for placement on the Xbox Live leader boards. This social element is
the reason I love playing offline games. There is something special about good
food, good company, and an evening of card and board games. I especially enjoy
classics like Scrabble and Mah Jong, German board games like Settlers of Catan and
Carcassone, as well as traditional party games like Cranium and Trivial Pursuit.
AM:What's your favorite old-school game to pick up and play again?
What is it about that game that makes you keep coming back to it?
DR:The old-school classic that I spend the most time playing is
probably Tetris. I had the privilege of working with Alexey Pajitnov, the
inventor of Tetris, for a number of years and the genius of that game still
amazes me. The game play is so accessible yet so incredibly addictive. It
definitely falls into the category of “simple to learn, difficult to master”.
Trying to top my high score is motivation enough for me to pick up that title
again and again.
Pokemon Puzzle Challenge is my other favorite
handheld classic that I play quite often, especially on long trips.
This is an extremely addictive action puzzle game. The game play is
super simple to learn but the action is fast-paced and can be quite challenging.
There are also a number of clever modes to keep things interesting.
AM:Technological advances have drastically changed the way we make
games, causing teams to grow from a few people to a few dozen people.
Is this progress? What is the industry gaining and losing because of this,
and in the end, is it providing a better experience for the gamer?
DR:Larger teams do not necessarily make better games and we have
seen time and again that games built using incredible technology are not
necessary incredible games. For me, it is all about the game play. Last
year, I replayed the original Silent Hill to get in the mood for the latest
release. As pixilated as the graphics were and as basic as the environment
was, the game still was able to evoke an incredible sense of impending doom
and I was scared out of my seat several times. Looking at the next-generation
titles in development today, the level of realism possible is quite mind blowing.
We are able to place a huge number of independent characters on the screen at
one time and the detail in any one character is simply stunning. This means
absolutely nothing if the game is not fun to play or is only fun to play for
a short period of time before it becomes repetitive. The challenge is engaging
players in a meaningful way using the tools available. Gamers’ expectations
will continue to rise so it is inevitable that the level of sophistication
of the technology and the teams applying that technology need to also increase
to meet these demands. If the application of this advanced technology leads
to innovations in gameplay and new compelling experiences that were not possible
before, then I would consider that progress.
AM:One of the newer trends in video game design is prototyping. What
experience have you had with prototyping? Do you think it's a valuable part of
the preproduction process, and is it here to stay?
DR:Having worked on several ill-defined projects in my life, I have
come to really believe in the importance of “measure twice, cut once”. Having
a small team develop a prototype during preproduction is valuable as you try
to scope the challenges that lie ahead and prove to yourself and others that
there is a real game there. I definitely think prototyping is here to stay.
AM:What do you think Microsoft will do to tap into the ever-growing
handheld market? How do you think the expanding culture of powerful cell phones
and PDA's will change the current video game market?
DR:Advancement in the handheld category creates new and exciting
opportunities for the games industry as a whole.
AM:Could you give an example of how both competition and collaboration
with a rival developer has helped you to create a better product? How do you
usually interact with industry people outside of your own studio?
DR:The games industry is fairly small and extremely competitive.
Events like the DICE Summit foster open discussion of new ideas and lead to
fresh ways to implement new technologies. Friendly competition is the norm.
AM:Why do you believe the AIAS is important to the video game
industry? How do organizations like the Academy facilitate interaction with
other professionals in the industry, and what can other developers and
publishers do to keep these important exchanges ongoing?
DR:As the video game industry matures, it is critical to have
an organization like the AIAS that sets the bar for greatness in games and
recognizes companies that make great games. Most mass-market consumers
enjoy playing games of one form or another but their impression of the video
game industry is mixed. The Academy recognizes outstanding achievement in
the gaming community and builds awareness of high quality interactive entertainment
software. This is critical to expanding the industry beyond our core consumer.
Bruce has been a professional game developer since 1980. He began working with
paper and board games and switched to computer games in 1987. He has helped
start or worked for five game companies. Prior to the start of Ensemble Studios
in 1995, Bruce is best know for assisting Sid Meier on the design of the original
editions of Railroad Tycoon and Civilization when they were
colleagues at Microprose. He is a designer at Ensemble Studios, where he helped
start the company, evolve its development methodology, acts often as a spokesman
for the company and its games, and serves on the company management team. He
contributed to the design of both Age of Empires and Age of Empires
II: The Age of Kings. He has served since 2000 on the Board of Directors
of the Academy of Interactive Arts and Sciences.
An industry veteran with more than 17 years experience, Denny Thorley
is currently the President of independent game developer, Day 1
Studios. At Day 1, Thorley is credited with securing a first-party
development relationship with Microsoft and with recruiting quality,
experienced managers and developers to successfully enhance Day 1's
staff.
MechAssault, Day 1's first title, shipped for the Xbox in Q4, 2002. The fast action 'Mech game quickly became the darling of Xbox "Live" and helped Microsoft launch its strategic, on-line initiative for the Xbox. MechAssault's numerous awards, including best action game and best on-line game for the Xbox, also generated notoriety for Day 1 when the studio was nominated as Rookie Studio of the Year at the 2003 Game Developers Conference.
Prior to joining Day 1 Studios, Thorley was the CEO and co-founder of FASA Interactive Technologies where he executive produced MechCommander for the PC and assisted in the development of Alien Invasion, a location-based, multi-person game experience for Walt Disney's DisneyQuest facility. Through a 1999 acquisition, FASA Interactive joined Microsoft Game Studios, becoming FASA Studio.
Shuhei Yoshida, a 14-year Sony veteran and renowned software developer,
has been with the PlayStation group since the project's inception more
than seven years ago. Through his tenure with Sony Computer
Entertainment Inc. in Japan, he held various high-profile positions in
both the third party relations and product development arenas. In April
2000, Mr. Yoshida was appointed Vice President, Product Development,
Sony Computer Entertainment America Inc. and is responsible for all
product development activities for Sony Computer Entertainment America
Inc. and the 989 Sports brand.