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GCG Feature: 'Working Towards A Dream'

In the <a href="http://www.gamecareerguide.com/features/387/working_towards_a_.php">latest feature</a> for Game Career Guide, Art Institute of Burnaby student Craig Gordey reflects on his goal of being a game designer after winning The Artery's Designer B

Jason Dobson, Blogger

June 27, 2007

2 Min Read

In this latest feature for Gamasutra sister educational site Game Career Guide, Craig Gordey, a student at the Art Institute of Burnaby, reflects on his goal of taking on the role of a game designer after winning The Artery's Designer Buzz Contest. In the following excerpt, Gordey looks back how non-gaming influences have impacted his current and future goals and attitudes towards the game industry, as well as comments on his Designer Buzz Challenge winning entry, a new take on the NES classic Ice Climber: ”Before my college days, whenever I wasn't playing games, being active in a variety of sports played another big role throughout my life. While being active in organized Soccer, Baseball, Track and Field, and Basketball, I gained a great amount of teamwork experience so having a passion for video games and team-based activities, working in games makes a whole lot of sense for me. Anything team-based is all relevant--everyone within the team has to stay united and focused in order to achieve the best possible outcome. It doesn't matter if you're trying to score a goal or get a game made, everyone's contribution makes a difference, and sometimes the difference defines either failure or success. With all of this background in mind, I was recently the winner of the Designer Buzz Challenge over at The Artery. I wrote a one-page document, remaking the 1985 NES version of Ice Climber into a modern-day, 3D version with innovative controls that takes advantage of the Nintendo Wii's capabilities. My key features consisted of a full-interactive experience with the optional use of two Wii Remotes per player, a challenging and unpredictable environment, and a variety of multiplayer modes. The biggest challenge in creating that successful concept was throwing a classic, 2D game into the 3D world and coming up with new design, while trying not to stray too much away from the core, classic gameplay that makes Ice Climber. That's one of the many projects I've been recently working on.” You can now read the complete feature, including more from Gordey on video game design, as well as the influences of some of his favorite games, including Ubisoft's Splinter Cell franchise (no registration required, please feel free to link to this feature from external websites).

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