Warren Spector | |
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Born | October 2, 1955 |
Alma mater | Northwestern University (B.S.) University of Texas at Austin (M.A.) |
Occupations |
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Years active | 1983–present |
Spouse |
Warren Evan Spector (born October 2, 1955 [1] ) is an American role-playing and video game designer, director, writer, producer and production designer. He is known for creating immersive sim games, which give players a wide variety of choices in how to progress. [2] Consequences of those choices are then shown in the simulated game world in subsequent levels or missions. He is best known for the critically acclaimed video game Deus Ex that embodies the choice and consequence philosophy while combining elements of the first-person shooter, role-playing, and adventure game genres. [3] In addition to Deus Ex, Spector is known for his work while employed by Looking Glass Studios, where he was involved in the creation of several acclaimed titles including Ultima Underworld , Ultima Underworld II, System Shock , and Thief: The Dark Project . He is employed by OtherSide Entertainment, where he was part of the development team for the stalled System Shock 3 . [4] [5] He is currently[ when? ] working on a new immersive sim based on an original intellectual property. [5]
Spector grew up in Manhattan, which he described as a sometimes hostile environment where "short, pudgy, Jewish kids didn't fare well". [1] He showed an intense devotion to whatever topic became his focus at any given time, from dinosaurs and airplanes as a small boy, to an interest in law by the sixth grade. [1] At age 13, Spector had decided he wanted to be a film critic, and by high school, his interests expanded to include cars and basketball. [1]
Spector and game designer Greg Costikyan were friends since high school. [6]
Spector attended Northwestern University in Illinois, still intending to become a film critic, stating that he "knew more about movies than a lot of my teachers". [1] Spector earned his BS in Communications at Northwestern, and went on to earn his MA in Radio-TV-Film at the University of Texas at Austin in 1980. [1] His thesis was a critical history of Warner Bros. cartoons. [7]
All through college, Spector enjoyed gaming, and recalls that he "played Avalon Hill games mainly, and a lot of OGRE and G.E.V. games, and Rivets from Metagaming. It was all boardgames until I became friends with science-fiction writers who were into D&D games, so I gave the game a try. I was hooked." [1] Spector taught several undergraduate classes at the University of Texas at Austin, on the history, theory, and criticism of film. [1]
In 1983, after a job at the Harry Ransom Center as an archivist in charge of the David O. Selznick collection ended after a few months, Spector recalls that he "was sitting around, wondering how I was going to pay the next month's rent, when I got a call from Chris Frink. He was a writer for a weekly entertainment magazine I used to edit in college. Anyway, he said that he was now editor of Space Gamer magazine and asked if I wanted a job. So, in the fall of 1983, I started as an editor." [1] Within a short time, Spector became the editor-in-chief for all Steve Jackson Games products, the company that owned and published Space Gamer magazine. Spector began producing role-playing games for the company, stating, "I supervised game development, typesetting, and the art and graphic departments." [1] Greg Costikyan developed Toon (1984), based on an idea by Jeff Dee; Costikyan only intended the game to be an article in Fantasy Gamer magazine, but Spector liked the idea and expanded it into a complete role-playing system, publishing it as the first full role-playing game from Steve Jackson Games. [8] : 104 Spector wrote the early Paranoia game supplement Send in the Clones (1985) with Allen Varney. [8] : 189 Spector also worked on the GURPS role-playing game. [9] In March 1987 he was hired by TSR, initially working on games such as Top Secret/S.I. and the Marvel Super Heroes role-playing game. [1] He also worked on The Bullwinkle and Rocky Party Roleplaying Game , and the second edition AD&D rules set, as well as board games, choose-your-own-adventure books, and novels. [9] Spector spent some time in TSR's research and development department, helping launch, among other things, Spelljammer .[ citation needed ]
In 1989, Spector entered the video game industry and joined Origin, where he co-produced Ultima VI and Wing Commander and produced Ultima Underworld and Ultima Underworld II , Ultima VII Part Two: Serpent Isle , System Shock , Wings of Glory , Bad Blood , Martian Dreams , and others. [9] [10] He later became general manager of Looking Glass Austin. [9] He worked briefly on Dark Camelot, which later became Thief: The Dark Project .[ citation needed ] However, Spector left Looking Glass soon afterward, just before Thief shipped, to pursue other interests. [11] According to Spector, his decision to dissolve the Austin branch was prompted by the company's ongoing financial struggles and the realization that "continued existence of the Austin Studio was going to jeopardise the existence of Looking Glass overall". [12]
In 1996, Spector was about to sign a contract with EA to do an unannounced project (which was revealed to be a "Command & Conquer Role-Playing Game") when he got a call from John Romero to join him at Ion Storm; Romero persuaded Spector by offering him the chance to make the game of his dreams with no creative interference and a big marketing budget. [12] Spector later agreed. [13] In 1997 he founded Ion Storm's Austin development studio, and his "dream project" later became the award-winning action/RPG called Deus Ex . [9] [10] As Ion Storm studio director, he oversaw development of Deus Ex: Invisible War (2003) and Thief: Deadly Shadows (2004). [9] In 2004, Spector left Ion Storm to "pursue personal interests outside the company". [14] Ion Storm was closed by owners Eidos Interactive in February 2005. [15]
In 2005, it was announced that he had established a new studio Junction Point Studios. [16] Somewhere between the end of 2005 and mid-2007, Junction Point Studios and Warren worked on an additional Episode for Half-Life 2 that was ultimately cancelled by Valve. [17] A job advertisement for the studio called for artists for a game that has "classic Hollywood cartoons" featuring "cartoon mice, cats and wabbits".[ citation needed ] On July 13, 2007, it was announced that Disney Interactive had acquired Junction Point Studios. [18] His first project with Disney Interactive was a project involving Disney characters, titled Epic Mickey . The game is steampunk-themed and designed exclusively for the Wii; [19] the game was released in 2010. [20]
In January 2013, it was announced that Warren Spector had left Disney Interactive following the closure of Junction Point Studios. [21]
After leaving Disney Interactive, Spector worked with the University of Texas at Austin to build a new post-baccalaureate game development program – the Denius-Sams Gaming Academy. He worked with UT staff to create a curriculum and plan out courses and labs. [22]
In February 2016, Spector announced he had joined OtherSide Entertainment, a studio formed by Paul Neurath in 2014 and includes several previous Looking Glass developers, as their Studio Director, after having been in an advisory role from its inception. He will be helping the studio with their current development of System Shock 3 and Underworld Ascendant , the spiritual successor to Ultima Underworld which both Spector and Neurath worked on in the early 1990s. [4] Though Spector had completed only two-and-a-half years of a three-year commitment to the University of Texas, he jumped at the chance to work on System Shock when Neurath approached him with the offer. He also believed the opportunity would help garner good favor from players that had been disappointed by his choice to work on Epic Mickey, even though he states that game had still been based on his past design philosophy used in the development of System Shock and Deus Ex. [23] OtherSide Entertainment announced in November 2022 that Spector is working on a multiplayer game with immersive sim elements entitled Argos: Riders on the Storm. [24]
Spector met Caroline Skelley in 1984 at a comic book store in Austin, Texas, where she was employed. After Skelley got a job at Steve Jackson Games, she and Spector began a relationship. They were married on April 11, 1987. The couple sometimes worked together, such as on game supplements for the Marvel Super Heroes role-playing game. [1] The two reside in Austin, Texas. Caroline is a fantasy writer.
Year | Title | Role | Publisher |
---|---|---|---|
1990 | Ultima VI: The False Prophet | Producer/writer | Origin Systems |
Wing Commander | Producer | ||
Wing Commander: The Secret Missions | |||
Bad Blood | |||
1991 | Ultima: Worlds of Adventure 2: Martian Dreams | ||
1992 | Ultima Underworld: The Stygian Abyss | ||
1993 | Ultima Underworld II: Labyrinth of Worlds | ||
Ultima VII, Part Two: Serpent Isle | |||
Ultima VII, Part Two: The Silver Seed | Origin Systems Electronic Arts | ||
1994 | Wing Commander: Privateer – Righteous Fire | Origin Systems | |
System Shock | |||
1995 | Wings of Glory | Electronic Arts | |
CyberMage: Darklight Awakening | |||
Crusader: No Remorse | |||
2000 | Deus Ex | Director/Producer | Eidos Interactive |
2003 | Deus Ex: Invisible War | Studio Director | |
2004 | Thief: Deadly Shadows | Studio Director | |
2010 | Epic Mickey | Creative Director | Disney Interactive Studios |
2012 | Epic Mickey 2: The Power of Two | VP | |
2018 | Underworld Ascendant | Creative consultant | 505 Games |
TBA | System Shock 3 | TBA | TBA |
Argos: Riders on the Storm |
On 2016, Spector won the Honorific Award at the Fun & Serious Game Festival. [27]
Deus Ex is a 2000 action role-playing video game developed by Ion Storm and published by Eidos Interactive. Set in a cyberpunk-themed dystopian world in the year 2052, the game follows JC Denton, an agent of the fictional agency United Nations Anti-Terrorist Coalition (UNATCO), who is given superhuman abilities by nanotechnology, as he sets out to combat hostile forces in a world ravaged by inequality and a deadly plague. His missions entangle him in a conspiracy that brings him into conflict with the Triads, Majestic 12, and the Illuminati.
System Shock is a 1994 first-person action-adventure video game developed by LookingGlass Technologies and published by Origin Systems. It was directed by Doug Church with Warren Spector serving as producer. The game is set aboard a space station in a cyberpunk vision of the year 2072. Assuming the role of a nameless security hacker, the player attempts to hinder the plans of a malevolent artificial intelligence called SHODAN.
Deus Ex: Invisible War is a 2003 action role-playing video game developed by Ion Storm and published by Eidos Interactive for Microsoft Windows and Xbox. It is the second game in the Deus Ex series. The gameplay—combining first-person shooter, stealth, and role-playing elements—features exploration and combat in environments connected to multiple city-based hubs, in addition to quests that can be completed in a variety of ways and flexible character customization. Conversations between characters feature a variety of responses, with options in conversations at crucial story points affecting how some events play out.
Ion Storm, L.P. was an American video game developer founded by John Romero and Tom Hall, both formerly of id Software. Despite an impressive pedigree and high expectations, the company only produced one commercial and critical success, 2000's Deus Ex.
Looking Glass Studios, Inc. was an American video game developer based in Cambridge, Massachusetts. The company was founded by Paul Neurath with Ned Lerner as Blue Sky Productions in 1990, and merged with Lerner's Lerner Research in 1992 to become LookingGlass Technologies. Between 1997 and 1999, the company was part of Intermetrics and was renamed Looking Glass Studios. Following financial issues at Looking Glass, the studio shut down in May 2000.
Origin Systems, Inc. was an American video game developer based in Austin, Texas. It was founded on March 3, 1983, by Richard Garriott and his brother Robert. Origin is best known for their groundbreaking work in multiple genres of video games, such as the Ultima and Wing Commander series. The company was purchased by Electronic Arts in 1992.
Jeff Dee is an American artist and game designer. He was the youngest artist in the history of pioneering role-playing game company TSR when he began his work at the age of 18. He also designed the Villains and Vigilantes superhero game. He was a co-host on The Atheist Experience and Non-Prophets atheism advocacy podcasts.
Harvey Smith is an American video game designer and writer, working at Arkane Studios.
Doug Church, is an American video game designer and producer. He attended MIT in the late 1980s, but left and went to work with Looking Glass Studios, when they were making primarily MS-DOS-based immersive sim games, including Ultima Underworld, Ultima Underworld II, System Shock and Thief. His colleague Warren Spector claims, in fact, that Church was the one who originally coined the term "immersive simulation".
Ultima Underworld: The Stygian Abyss is a first-person role-playing video game developed by Blue Sky Productions and published by Origin Systems. Released in March 1992, the game is set in the fantasy world of the Ultima series. It takes place inside the Great Stygian Abyss: a large cave system that contains the remnants of a failed utopian civilization. The player assumes the role of the Avatar—the Ultima series's protagonist—and attempts to find and rescue a baron's kidnapped daughter.
Arkane Studios SASU is a French video game developer based in Lyon. It was founded in 1999, and released its first game, Arx Fatalis, in 2002. Besides the Lyon studio, Arkane Lyon, Arkane Studios operated Arkane Studios LLC in Austin, Texas, from July 2006 until its closure in May 2024. The studio has created the popular Dishonored series as well as developing Prey (2017), Deathloop (2021) and Redfall (2023). Marvel's Blade is under development.
Junction Point Studios (JPS) was an American video game developer based in Austin, Texas founded by Deus Ex creator, Warren Spector, in 2004. Disney Interactive Studios acquired Junction Point Studios in July 2007 to develop a property based on Oswald the Lucky Rabbit, a character created by Walt Disney but owned by Universal Studios until the character was acquired by The Walt Disney Company from Universal in 2006. The studio was closed in 2013.
Ultima Underworld II: Labyrinth of Worlds is a 1993 first-person role-playing video game developed by LookingGlass Technologies and published by Origin Systems. As the sequel to Ultima Underworld: The Stygian Abyss, the game is set in the Ultima fantasy universe. Players assume the role of the Avatar—the protagonist of the Ultima series—and adventure through multiple dimensions while seeking to prevent the evil Guardian from achieving world domination. Progression is largely nonlinear and the game allows for emergent gameplay.
Allen Varney is an American writer and game designer. Varney has produced numerous books, role-playing game supplements, technical manuals, articles, reviews, columns, and stories, as well as the fantasy novel Cast of Fate. Since the 1990s, he has worked primarily in computer games.
Deus Ex is a series of cyberpunk role-playing video games, set during the mid 21st century. Focusing on the conflict between secretive factions who wish to control the world by proxy, and the effects of transhumanistic attitudes and technologies in a dystopian near-future setting, the series also includes references to real-world conspiracy theories, historical mythologies and philosophies, and provides a commentary on capitalist values and division in society. The first two games in the series were developed by Ion Storm, and subsequent entries were developed by Eidos-Montréal, following Ion Storm's closure. The Ion Storm games were published by Eidos Interactive, and all Eidos-Montréal media was published by Square Enix until 2022, when ownership was sold to Embracer Group.
The action-role playing game Deus Ex (2000) was developed over 34 months by a team of approximately 20 people at the American company Ion Storm. Team director and producer Warren Spector began to plan the game in 1993 after releasing Ultima Underworld II with Origin Systems and attempted the game both there and at Looking Glass Technologies before going into production with Ion Storm. Official preproduction began around August 1997, lasted for six months, and was followed by 28 months of production. Spector saw their work as expanding on the precedent set by Origin, Looking Glass, and Valve.
OtherSide Entertainment, Inc. is an American video game developer based in Boston, Massachusetts, founded in 2013 by Looking Glass Studios co-founder Paul Neurath. In June 2016, the company opened a second studio in Austin, Texas, led by Warren Spector. OtherSide developed Underworld Ascendant (2018), a spiritual successor to Looking Glass's Ultima Underworld series, and is developing a new intellectual property.
Underworld Ascendant is a first-person action role-playing game developed by Otherside Entertainment and published by 505 Games. It is the sequel to Ultima Underworld: The Stygian Abyss and Ultima Underworld II: Labyrinth of Worlds. Players assume the role of the Avatar, as they return to the Stygian Abyss. As in the original games, there is an emphasis on non-linear progression, simulated systems, and emergent gameplay. It was released on Microsoft Windows on November 15, 2018.
An immersive sim (simulation) is a video game genre that emphasizes player choice. Its core, defining trait is the use of simulated systems that respond to a variety of player actions which, combined with a comparatively broad array of player abilities, allow the game to support varied and creative solutions to problems, as well as emergent gameplay beyond what has been explicitly designed by the developer. This definition is not to be confused with game systems which allow player choice in a confined sense or systems which allow players to easily escape consequences of their choices.
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