WORK HISTORY:
• WRITING
Nowadays I work for my own publishing company (and crank out a game now and then when I get stuck).
• FREELANCE
Starting in 2003, I spent ten years as an independent contractor, designing and writing videogames for studios large and small.
• LUCASARTS
I joined the company as a project leader in 1990, and while I was there designed, wrote, and supervised a number of projects.
• HOLLYWOOD
Before building games professionally, I pursued a career in Hollywood, writing dozens of screenplays over a twenty year span, mostly with my partner, Matthew Robbins.  The screen trade is tough, and only six movies emerged from this effort with my name on them, plus a few others where my writing is uncredited.  Commerce is a crude judge, and as usual with screenwriters, a lot of my best work wound up in a trunk.
BACKGROUND:
• EDUCATION
Among writers and game developers qualifications rarely matter — it's what you know how to do that counts.  Nevertheless, I went to school where I somehow developed a lifelong curiosity about art, science, cabbages, and kings . . .
> Brown University;  B.A., Honors in Art
> Rhode Island School of Design;  Freshman Foundation, other classes
> University of Southern California School of Cinema-Television; MFA
• PERSONAL HISTORY
I was born and raised in Hanover, New Hampshire.  My passion for game design goes back to childhood and hard lessons in Monopoly, Chess, and Paper-Rock-Scissors taught by merciless older siblings (four of them).  I didn't see a future in what we now call "paper games," however.  My father ran the local movie theater, and early exposure to films like Citizen Kane, Red River, and The Thing from Another World  stirred my interest in motion pictures, which were an appealing form of entertainment back in the sixties, because — hey! — they already existed.
 
One summer, back home from film school on vacation, I learned the BASIC programming language at Dartmouth College (where it was invented).  The idea that people who weren't scientists or engineers could operate computers struck me like a thunderbolt.  After a while, digits seemed more attractive than sprockets, and I became a game guy.
PROFESSIONAL ORGANIZATIONS:
> Academy of Motion Picture Arts and Sciences
> Writers Guild of America, west
> Directors Guild of America
> Game Designers Workshop
> Game Developers Conference Advisory Board, 1996-2006
> Game Developer Magazine Editorial Advisory Board, 1997-2011
> Game Writers Conference Advisory Board, 2005
> IGDA Awards Advisory Board, 2000-2011
> E3 Faculty, 2001, 2002, 2004
CRAFT SKILLS:
> All desktop apps
> Photoshop
> Web design & production
> Flash
> Programming in C-style languages
> Consulting & lecturing
PERSONAL INTERESTS:
 
The actress Lillian Gish once thanked movie director D.W. Griffith for teaching her that work is more fun than play.  And so it is in many professions.  Still, life is larger than work, so here are some of my other enthusiasms . . .
> Running, biking
> Books, movies, television, theater
> Playing games — of course!
> Web design
> RC model aircraft
> Toys