I have been developing games for more than twenty years. In that time I've participated in some radical changes. The NES brought the arcade experience home in the 80's. In the '90's CD-ROM and 3D technologies ushered in a new era of content production, transforming video games into an industry rivaling TV & Movies. In 2000, digital
I have been developing games for more than twenty years. In that time I've participated in some radical changes. The NES brought the arcade experience home in the 80's. In the '90's CD-ROM and 3D technologies ushered in a new era of content production, transforming video games into an industry rivaling TV & Movies. In 2000, digital distribution resurrected PC gaming, and introduced us to tens of millions of "casual" gamers - expanding game-playing to the mainstream. in 2007 the Iphone changed the way we think about mobile games & today Ipad and other tablets are doing it again. Today, massive participation in online "Social" Game services around the world change (again) the way players consume and pay for video game experiences, breaking down geographical and social barriers faster than ever. As always - I'm running along the leading (but not "bleeding") edge of these evolutions, striving to understand the forces of change, the impact of those changes on video games, and educating content creators about tapping these forces to expand the types of games, and gamers, that exist around the world.
Sr. Product Lead @ I lead a team to design, prototype, vet, implement, launch, market, and operate free to play mobile games. Responsible for all aspects of service development, operation and business success from concept selection to service sunset. From October 2014 to Present (1 year 3 months) Berlin Area, GermanyCo-Founder & Chief Strategy Officer @ Founding partner and head of corporate strategy, product planning, product management, business intelligence, marketing, community development, and partner relations. Joyrocks is a privately-held developer and publisher of social, free-to-play games and merchandise based on the Bird's Town (tm) casual game world. From January 2013 to Present (3 years) CEO & Founder @ Gemini Hive is a small consulting agency and boutique investor specializing in design, production, operation, marketing, and community development for social and mobile games. From March 2011 to Present (4 years 10 months) Contributing Editor @ Contribution of game industry editorial articles on a variety of current business topics such as pivoting your business to stay on top of changing opportunities around the world, platform evolutions, operational best practices, and industry personalities. Participation in site content planning and editing articles from staff writers and other contributing writers. From February 2013 to February 2014 (1 year 1 month) Greater Salt Lake City AreaContent Advisor @ Responsible for conference track planning, session content planning, session production, speaker recruitment, and track presentation for three multinational “Casual Connect” trade shows each year - Hamburg, Kiev, and Seattle – covering a range of topics impacting the casual game industry (casual, online, mobile, MMORPG, social) - http://www.casualconnect.org. From 2009 to February 2014 (5 years) Executive Producer, Online & Multiplayer Games @ Strategic planning & management of published online and multiplayer games portfolios. Design and production of these products as well as channel partner support and communication regarding game performance and catalog revisions. Coordination with the platform and marketing teams to ensure that games work and perform as expected, and new platform features are supported. From November 2007 to April 2011 (3 years 6 months) Studio Director @ Managed all operations for internal game development otudio in Seattle, WA. At peak, employed 10 full time employees and contractors for art & sound production. Ran as 2 parallel development teams, each making 2 products per year. These teams concieved of, developed and launched "Dream Day" series for Oberon publishing. From September 2006 to November 2007 (1 year 3 months) Director of Publishing @ Heads up all global game publishing efforts (2nd party publishing & 3rd party licensing) From January 2004 to September 2006 (2 years 9 months) Executive Producer @ Responsible for all content acquisition and production for the Real Arcade casual games service at RealNetworks, Inc. From December 1999 to January 2004 (4 years 2 months) Community Services Manager @ Launched & managed community services, customer service, and QA for the company’s online multiplayer game services – “Galactic Wars”, “Kingdoms: Crusades” and “The Jr. Sports Network”. Pioneer in “meta game” approach to online community development. From 1995 to 1999 (4 years) Lead Game Designer @ From 1993 to 1995 (2 years) Product Administrator @ From 1991 to 1994 (3 years)
Computer Science, Marketing @ University of Washington From 1988 to 1991 David Nixon is skilled in: Social Games, Casual Games, Mobile Games, Unreal Engine 3, Online Gaming, Video Games, Android, PPC, 3D, Game Development, Information Architecture, SEM, Maya, Marketing, Strategic Partnerships
Looking for a different
Get an email address for anyone on LinkedIn with the ContactOut Chrome extension