Sandy Petersen | |
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Born | Carl Sanford Joslyn Petersen September 16, 1955 |
Occupation | Game designer |
Years active | 1980 - present |
Notable work | Call of Cthulhu (1981) Doom (1993) Doom II (1994) Quake (1996) |
Carl Sanford Joslyn "Sandy" Petersen (born September 16, 1955) is an American game designer. He worked at Chaosium, contributing to the development of RuneQuest and creating the acclaimed and influential horror role-playing game Call of Cthulhu. He later joined id Software where he worked on the development of the Doom franchise and Quake. As part of Ensemble Studios, Petersen subsequently contributed to the Age of Empires franchise.
Petersen was born in St. Louis, Missouri and developed a love for dinosaurs at age 3. He studied paleontology in college and later attended University of California, Berkeley, majoring in zoology. [1]
He became a full-time staff member at Chaosium in 1980. [2] [3] His interest for role-playing games and H. P. Lovecraft were fused when he became principal author of Chaosium's game Call of Cthulhu , published 1981, [4] and many scenarios and background pieces thereafter. [5]
He authored several critically acclaimed RuneQuest supplements for Avalon Hill and Games Workshop. [5] Petersen served as co-designer for West End Games's Ghostbusters role-playing game. [5]
He worked some time for MicroProse, where he is credited for work on Sid Meier's Pirates! and Sword of the Samurai . [5] Between 1989 and 1992 he worked on the video games Darklands , Hyperspeed , and Lightspeed . He made some contributions to Civilization .[ citation needed ] Petersen was laid off in 1992 and was jobless for 5 months. He considered that period as one of the worst times of his life. [6]
Petersen was hired by id Software in August 1993. During his interview, John Romero introduced him to DoomEd and simply asked him to build a level. Romero was ultimately happy with the results, so Petersen was brought on to production for Doom . The level from Petersen's interview eventually became E2M6. [7] He was a fast level designer and produced all maps for the third episode of Doom, Inferno. Petersen designed 17 levels for Doom II , a little over half of the 32 total. An 18th, Dead Simple, was redesigned by American McGee before release. [8]
Petersen was then involved with The Ultimate Doom in 1995 as well as the R&D phase for Quake . At the time, Quake was based on an id staff D&D campaign. Petersen was enthusiastic about the project, though he had not been a player in the original campaign as it was before his arrival at the company. [9] With id Software's designers waiting for the Quake engine to be ready for its design team, the studio sent Petersen to work temporarily at Rogue Entertainment, which was licensing the Doom engine to develop Strife . [10] Romero also credits Petersen with coming up with the title for the Hexen expansion Deathkings of the Dark Citadel . When Quake was reformulated as a first-person shooter in late 1995, id removed Petersen from the Strife team to focus on the game. The revised Quake storyline is credited to Petersen, along with 7 levels. [11]
He left id Software for Ensemble Studios in June 1997. [12] There, he worked as a game designer on several of their Age of Empires titles, including Rise of Rome , Age of Kings , and The Conquerors . [5] During this time, he was a frequent poster on the HeavenGames forums under the username ES_Sandyman. He ran a popular series of threads, "Ask Sandyman", where forum members could ask him about anything they wanted. [13]
Petersen was the executive producer for the 2011 film The Whisperer in Darkness which was nominated for awards at the Chicago International Film Festival and Warsaw International Film Festival. It was produced by H.P. Lovecraft Historical Society Motion Pictures in the style of a 1930s black and white horror film.[ citation needed ]
In April 2011 [14] he served as the publisher of horror magazine Arcane: Penny Dreadfuls for the 21st Century. [15]
Petersen took a professorship at The Guildhall at SMU in 2009 following the closure of Ensemble Studios, where he taught several courses on game design. [16]
Petersen worked at Barking Lizards Technologies as their creative director, after leaving The Guildhall, and worked on their iOS release Osiris Legends .[ citation needed ]
In mid-2013 Petersen led a successful Kickstarter campaign by his company, Green Eye Games, to produce the boardgame Cthulhu Wars. Over US$1,400,000 was raised achieving over 3,500% of the initial target. This success allowed the creation of more figures (60), map expansions and additional scenario options. [17] Green Eye Games also produced the unsuccessful kickstarter Cthulhu World Combat (iOS, Android, Windows, PSN, Xbox Live). [18] [19] [20]
In June 2015, it was announced that Petersen and Greg Stafford returned to Chaosium Inc. [21] Petersen retired from the board in 2019, but continues to do occasional freelance work for the company. [22]
Petersen is a practicing member of the Church of Jesus Christ of Latter-day Saints, but sees no conflict between his faith and his design of games involving Satanic elements. While working on Doom, he said to John Romero, "I have no problems with the demons in the game. They're just cartoons. And, anyway, they're the bad guys." [23]
Sandy is married, has five children, and 15 grandchildren.
Year | Title | Developer | Notes |
---|---|---|---|
1989 | Sid Meier's Pirates! | MicroProse | Atari ST version |
1990 | Lightspeed | ||
1991 | Civilization (1991) | ||
Hyperspeed | |||
1992 | Darklands | ||
1993 | Doom | id Software | |
1994 | Doom II: Hell on Earth | ||
1995 | The Ultimate Doom | ||
1996 | Quake | ||
Hexen: Beyond Heretic | Raven Software | Sega Saturn version | |
Final Doom | TeamTNT | ||
1997 | Quake II | id Software | Uncredited |
Age of Empires | Ensemble Studios | ||
1998 | Age of Empires: The Rise of Rome | ||
1999 | Age of Empires II | ||
2000 | Age of Empires II: The Conquerors | ||
2005 | Age of Empires III | ||
2006 | Age of Empires III: The WarChiefs | ||
2009 | Halo Wars | ||
2011 | Osiris Legends | Barking Lizard Studios |
Basic Role-Playing (BRP) is a tabletop role-playing game which originated in the RuneQuest fantasy role-playing game. Chaosium released the BRP standalone booklet in 1980 in the boxed set release of the second edition of RuneQuest. Greg Stafford and Lynn Willis are credited as the authors. Chaosium used the percentile skill-based system as the basis for most of their games, including Call of Cthulhu, Stormbringer, and Elfquest.
Call of Cthulhu is a horror fiction role-playing game based on H. P. Lovecraft's story of the same name and the associated Cthulhu Mythos. The game, often abbreviated as CoC, is published by Chaosium; it was first released in 1981 and is in its seventh edition, with licensed foreign language editions available as well. Its game system is based on Chaosium's Basic Role-Playing (BRP) with additions for the horror genre. These include special rules for sanity and luck.
Chaosium Inc. is a publisher of tabletop role-playing games established by Greg Stafford in 1975. Chaosium's major titles include Call of Cthulhu, based on the horror fiction stories of H. P. Lovecraft, RuneQuest Glorantha, Pendragon, based on Thomas Mallory's Le Morte d'Arthur, and 7th Sea, "swashbuckling and sorcery" set in a fantasy 17th century Europe.
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id Software LLC is an American video game developer based in Richardson, Texas. It was founded on February 1, 1991, by four members of the computer company Softdisk: programmers John Carmack and John Romero, game designer Tom Hall, and artist Adrian Carmack.
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RuneQuest is a fantasy tabletop role-playing game originally designed by Steve Perrin, Ray Turney, Steve Henderson, and Warren James, and set in Greg Stafford's mythical world of Glorantha. It was first published in 1978 by The Chaosium. Beginning in 1984, publication passed between a number of companies, including Avalon Hill, Mongoose Publishing, and The Design Mechanism, before finally returning to Chaosium in 2016. RuneQuest is notable for its system, designed around percentile dice and an early implementation of skill rules, which became the basis for numerous other games. There have been several editions of the game.
Alfonso John Romero is an American director, designer, programmer and developer in the video game industry. He is a co-founder of id Software and designed their early games, including Wolfenstein 3D (1992), Doom (1993), Doom II (1994), Hexen (1995) and Quake (1996). His designs and development tools, along with programming techniques developed by id Software's lead programmer, John Carmack, popularized the first-person shooter (FPS) genre. Romero is also credited with coining the multiplayer term "deathmatch".
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