
When I was little, my parents didn't let me own videogames, but they let me use the computer. I had always liked games, I still subscribed to Nintendo Power despite my 'game-abstinence'. To make up for this, I ended up teaching myself Hypercard and Logo to make my own games, and used tools like Res Edit to make modifications to level creation software (like Bungie's Forge) to create my own unique game experiences. In junior high, I got to work on Flash 4 and started making my first real digital games.
Being self taught, I'm extremely flexible in terms of workflow, and tools. I can get up to speed on a project, and can adapt to using bespoke software with ease.
I've worked on all angles of game projects including art, design, sound, ui, programming, and management. Understanding how each cog fits together allows me to contribute to and communicate with people in all facets of production.
Between my professional experience and my personal projects, I've worked with many different developing environments and project styles, including agile with scrum, and task tracking tools like Jira.
More than anything I'm a flexible designer, and more often than not, the idea generator. I've been making games as long as I can remember, and always love the challenge of finding something new for the sake of fun.
I have an encyclopedic knowledge of games past and present; and I'm always looking at current game trends, in both the casual and core markets. I love pc, console, and board games.
I'm always looking for a way for players to lose themselves in the games narrative, and their experience, through they way they play.
Specialties:
idea generation, graphic design, UI/UX, wireframes, game design documents, actionscript, flash, photoshop, after effects, texturing, pixel art, level design, game design, paper prototyping, spreadsheets
samuelstrick [at] gmail [dot] com