Mike Griffin work email
- Valid
Mike Griffin personal email
I've been a published writer, consultant and analyst in the game and entertainment industry since 1996.Looking out for the end user has always been my priority. This keeps the product honest. I have pursued this objective in a number of ways over the years:[Games, Film, Music]- Producing in-depth features, interviews and reviews for enthusiast gaming press and travelling anywhere a good story requires, resulting in hundreds of published works for the record.[Multiplatform, Multi-Genre]- Providing design and writing services on games in the AAA and indie space, working in-house and contract, to deliver detailed and actionable analysis for superior interactive experiences from Alpha to RC.[Concept, Communicate, Launch]- Embracing demographic awareness, combined with real empathy, to prepare compelling promotional material via strategy that benefits the studio's product -- while respecting the intended audience.-----------------------------------------------Much collaboration, valued teammates, and outstanding illumination behind the scenes.-----------------------------------------------In short:- Writer- Consultant- Designer- Liaison- 'Core' game segment specialist- Meticulous tester and reviewer- Highly empathetic and audience aware- Advanced tech and system skills- Team-friendly, energetic and responsive.
-
DesignerNorth Side Inc. May 2022 - PresentMontreal, Quebec, CanadaPrimary design and balancing of Bot Colony's revival on Unreal Engine 5 and OpenAI's GPT platform.Complex AI character profile writing and testing.Current stage: Pre-Alpha.Current device target: Windows PC.Game Summary:Players meet robot characters in a third-person adventure across a fully-realized tropical robot utopia to engage in real-time dialogue and solve a mystery.Bot Colony utilizes the same OpenAI generative technology that powers ChatGPT, now applied to a captivating interactive game format for the first time. -
TestimonialsVarious Jun 1996 - PresentSome very kind words said by rather cool people:"Mike Griffin is able to create excellent work (both in the field of video games and music features, reviews and previews) under great pressure. Bilingual: able to converse with French and Canadian developers and clients. An expert gamer with the ability to quickly and instantly know when and why a title needs improvement, and to offer advice quickly and to the point (this has been proven on many separate occasions, when software companies called upon Mike's expertise). These are all advantages and abilities that Michael possesses. However, most importantly, Michael is an honorable and professional journalist and analyst, greatly respected in the software industry and a pleasure to work with."- David S.J. Hodgson, strategy guide project lead"I have known Mike for over 10 years and his vast knowledge of the game industry has always made for an enjoyable, interesting interview."- Jesper Kyd, veteran music composer"Mike's knowledge of the industry and his atypical grasp of the technical qualities behind a game make him an ideal candidate for the job. I would not hesitate to work with Mike again in the future. Your company would be exceptionally well served to have him on board."- Brady Fiechter, Producer - West Coast Digital"Mike's attention to detail and interest in game development particularly came to the fore leading up to the launch of Killing Floor, our hit co-op survival/horror shooter, when he provided very useful and focused feedback on the game, that we were able to use as we finalized the gameplay. I would not hesitate to work with Mike again in the future."- Alan Wilson, Vice President - Tripwire Interactive"I can't tell you how refreshing it has been to see someone genuinely excited about something, rather than just going through the motions. Thanks for your enthusiasm, Mike. I always look forward to hearing your thoughts and feedback."- Jeff Strain, Founder - Undead Labs / ArenaNet
-
Design Consultant And WriterSelf Employed Nov 1996 - PresentMontreal, Canada AreaConsultant with 18 years of published work. Numerous successful game consulting relationships across all platforms, dating back to the 90s. Ready for extended project arc or targeted contract work to deliver proven game design analysis and PR/marketing guidance.- Very fluent in development environment parlance and technology.- High empathy individual that can assess and feel the reaction of the player/end user.- Able to locate/articulate the fun, discuss the not-so-fun, for maximum positive impact.- Reliable, respectful of the process and privacy.- Multi-genre and Multiplatform.- Player and observer of electronic games (and culture) from 1982-present.----------------------------------------------------------------------------In addition to profile listings, provided Game Design Guidance 1997 – 2010:1997: ONE – ASC Games / PlayStation 11998: Thrill Kill – Paradox / PlayStation 11999: EverQuest – Verant / PC2004: Guild Wars – ArenaNet / PC2008: Braid – Number None Inc. / Xbox 360-PC2008: The Maw – Twisted Pixel / Xbox 3602009: Killing Floor – Tripwire / PC2009: Global Agenda – Hi-Rez / PC2010: Interstellar Marines – Zero Point Software / PC
-
WriterGameaddik Apr 2021 - Jul 2021Montreal, Quebec, CanadaPerformed copy-writing services for partner marketing campaigns, and worked with company founders to develop the design and deck for a new competitive gaming platform. -
WriterBmad Jul 2019 - Mar 2020Montreal, Quebec, CanadaWorked in core Writers group to produce interesting narrative accompaniment for 360 and VR adventure experiences, in addition to developing new VR story and scenario concepts towards video and gaming. Also co-wrote scripts for voice over and participated in studio VO sessions with producer, narrative and sound team. Performed testing, QA, and editing on mobile app initiatives and web content for company as well. -
ConsultantEidos-Montréal Jul 2018 - Aug 2018Montreal, Quebec, CanadaWorked and discussed with Playtest Lead, Lead Programmer, Producer. Shadow of the Tomb Raider completes Lara's origin trilogy. Participated in A-to-Z analysis of pre-final build running on PS4 platform (Pro) - including gameplay, mechanics, pacing and narrative, in addition to deep feedback on presentation and technical elements.As this title was approaching release, I produced an extensive 'mock review' for the team - to assist in gauging possible press response and score in final reviews, and later discussing various potential interests/positives/pitfalls. -
Alpha Build AnalysisEidos-Montréal Jul 2017 - Aug 2017Montreal, Canada AreaI'll need to remain somewhat vague here for now.[Edit: Now you can see it was indeed Shadow of the Tomb Raider]I did a deep dive into one of gaming's top franchises, a quite substantial conglomeration of pre/alpha levels and gameplay (running on the Xbox One platform), for a round of comprehensive documented and discussed feedback with Production Lead/Producer and senior staff.Complete (available) game arc feedback from top to bottom with a report on controls, interface, presentation elements, narrative flow, and overall pacing. -
Release Candidate AnalysisEidos-Montréal Jul 2016 - Aug 2016Montreal, Quebec, CanadaPlayed the final Deus Ex Mankind Divided release candidate. Provided a few thousand words of press review simulation, an editorialized analysis with varying degrees of assessment and commentary. Also provided additional documented positive/cautionary prognostication.In retrospect, Mankind Divided had a slick campaign with solid level design and art direction, some strong character performances, good action/infiltration mechanics and AI flourishes, and acts as a solid middle entry for a trilogy (perhaps one day!). -
Game Design And Media StrategistNorth Side Inc. Mar 2013 - Feb 2015Montreal, Canada AreaWhat if, instead of being presented with an old-school dialog tree of answers to select from, you were able to actually talk to the NPCs in a game? As-in, actually speak out loud or type words of your own choosing, and witness the in-game robot characters use complex disambiguation and word reasoning to provide a dynamic response to your personalized query?And what if those answers were also based on the AI knowing details about its surrounding 3D environment, and concocting answers based on learned knowledge?This is what's happening at Montreal's North Side Inc., independent developer of advanced NLU technology as featured in Bot Colony, an episodic third-person adventure game.As a game design and media strategist, my role involved:• Assist the Studio Owner, Producer, and Tech Evangelist in team communications.• Review and enhance the design “bible” - including interface revisions, determining validity of gameplay implementations, and ensuring cohesive narrative flow.• Playtesting progressive builds; ensuring control and interface is fluid, game camera makes sense, and expected audio-visual player feedback is intelligently executed.• Maintain an up-to-date knowledge of all issues affecting game design and marketing, and provide interpretation and advice regarding player buying habits, including, but not limited to, complex social media trends and player expectations for specific genres and playstyles.> Result: Language-based gameplay innovations and intrigued users discovering something new in Early Access. The work continues... -
ConsultantEidos-Montréal Sep 2014 - Nov 2014Montreal, Canada AreaRigorous full game arc in-house Alpha testing Q3 2014 and debrief with team leads for Deus Ex: Mankind Divided (launched August, 2016 on PS4, Xbox One and PC).This is Eidos Montreal's sequel to Deus Ex: Human Revolution, featuring the return of protagonist Adam Jensen. -
Supporting ActorSalsa Film Aug 2014 - Nov 2014Montreal, Canada AreaPlayed the role of 'Big Hands' in "The JuJu Gum Conspiracy" - an episodic independent webfilm, shot in 4K. Psycho-drama with more than a hint of dark comedy and madness.A secret organization works in a highly organized and sophisticated fashion, using drugs, hypnosis and subliminal messaging. Their main goal is to slowly and insidiously drive people insane. They have gangs of people that roam the streets, following orders and harassing targets. The film follows three characters who have become victims of SOFIE: an accountant, a mobster, and a street thug. -
Design ConsultantEidos-Montréal Aug 2013 - Nov 2013Montreal, Canada AreaIn early 2014, Garrett finally stepped out of the shadows allowing players to experience a blend of stealth-action and mature storyline in the re-imagined return of the THIEF franchise, care of Eidos Montreal.Injected gameplay perspective, level refinements, and measurable enhancements through late stage Alpha to release candidate.Worked in-house directly with the Thief Team's Producers and Production Coordinators, Lead Designer, Lead Level Designer, Scripting Lead, AI, and senior Narrative staff.Roles:• Assisted the Producer, Development Leads, and Brand Manager in design and deployment.• Provided actionable design advice, analysis, opinions and support to all divisions of the developer as in-house consultant, on issues related to game mechanics, user interface, and consistency in pacing, presentation and story integrity. This includes independent research, managing and executing test cases, and the provision of extensive feedback documents via team correspondence.• Drafted and distributed product analysis across multiple stages of development, including, for example, late-alpha milestone playtests of all content.• Liaising with other divisions of the developer regarding design changes, strategic public relations campaigns, and branding efforts. -
Project ConsultantZero Point Software Jun 2012 - Sep 2012Copenhagen Area, DenmarkThere are few independent first-person shooter projects as worthy of player interest as Zero Point Software's work in progress title, Interstellar Marines.I hooked up with this crew many years ago while assembling several articles, and immediately began to offer my assistance to the team, including awesome team lead Kim Haar Jørgensen.We've remained in contact throughout the years, and have collaborated on several site stories, trailers, press releases, and we made a very good attempt to rock a Kickstarter campaign in 2012.Keep at it, gentlemen! -
Contributing EditorGamasutra Jun 2011 - Apr 2012UsaGamasutra is a trusted game industry mainstay with a voice that developers can rely on.It's been a pleasure to occasionally contribute a feature or interview.
-
Consultant, Pr Strategist/WriterReto-Moto Jun 2011 - Mar 2012Copenhagen Area, DenmarkProject: Heroes & GeneralsFocused public relations and marketing growth via press release preparation, media outreach guidance and coordination, and precise trend forecasting.Reto-Moto released a free-to-play hit, brandishing a unique combination of multiplayer first-person shooter and tactical campaign strategy, in a powerful and persistent online wargame experience.Playable via browser in a rather impressive 3D engine and through Steam, with a companion app arriving on iOS and Android devices.The role as PR Strategist and Press Release/Website Copy contributor involved:• Provide advice on internal marketing and public relations procedures and practices, including drafting full website copy, press releases and press outreach strategies.• Draw logical comparisons to competing products and business models on the market, finding ways to leverage the game’s most unique properties.• Support the development team through beta and launch, and leverage additional access to external channels and contacts to help encourage press coverage and player interest for the game.> Result: Successful launch and ongoing player engagement. -
Contributing EditorEgm Media Llc Jul 2010 - Sep 2011Los AngelesEditor and contributor at EGMi: The Digital Magazine, and Electronic Gaming Monthly.Largely PC games specialist, with particular focus on exclusive massively multiplayer gaming content - publishing major spread on the hottest genre titles.Also secured several key indie game exclusives via close relationships with rising figures such as Polytron Corporation, developers of FEZ. Additionally, helped to arrange an exclusive feature reveal of Deus Ex Human Revolution for EGM at a key juncture in its media cycle (of course another writer handled the piece, given my closeness to the developer). -
Project ConsultantEidos Montreal Aug 2008 - Jun 2011Montreal, Canada AreaFull spectrum internal consulting on Deus Ex: Human Revolution throughout production cycle via Producer, Lead Designer, Art Director, and Head of Studio at Eidos Montreal, one of North America's most talent-rich game studios.Focus: Gameplay analysis, marketing guidance, and targeted promotional preparation.Roles:• Assist the Producer, Development Leads, and Brand Manager in granular game design and improvement.• Provide actionable design advice, analysis and support to all divisions of the developer as in-house consultant on issues related to game performance, game mechanics, UI, special attention to control parameters and character movement/dynamics, and consistency in pacing and story. This also involved managing and executing test cases, and the delivery of extensive feedback documents to the team.• Worked with other leads managing strategic public relations campaigns, branding efforts, and marketing; discussed coverage options, content and timing, event plans and reviewed live demo gameplay.> Result: A privilege to work with a wonderfully talented and passionate team on a major franchise revival, which ultimately delighted both fans and critics, selling several million copies. -
Pc And Features EditorPlay Magazine Mar 2004 - Jan 2010Greater Los Angeles AreaConsole and PC game journalism, from previews and reviews to focused interviews with industry luminaries and in-depth technology and hardware reports. Attended dozens of press events, visited numerous development studios from New Jersey to Seattle, LA, Germany, and even a gaming pilgrimage to South Korea. I worked in cooperation with an extremely talented staff at Play and wish them all the best in the future. 97 issues later, Play reached the end of the line in early 2010. We worked our butts off to make an independent games magazine with a powerful voice.In addition to multi-platform reviews and previews, special features, and developer interviews, roles included:• Managed, wrote, and helped to coordinate design (with the talented Nelson Liu) for the PC games section. Secured all associated materials: key artwork, screenshots, and developer interviews with wide range of publishers and developers across many game genres.• Traveled to multiple global events for coverage; researched, represented company honorably, and did my best to dig for details for the reader.• Also lead editor for tech troubleshooting section, responding to reader inquiries covering a range of tech problems: PC and Mac assistance; high-def TV set-up and specs; audio and video accessories; software, codecs and performance; image formats; all associated computer, game and home theater installation guidance.• Supported the acquisition and management of partners, such as advertising interests and specific branding for editorial sections. *Always maintained a clear distinction between marketing interests and adherence to unbiased editorial for readers. -
News And Reviews EditorPop Culture Shock May 2001 - Mar 2003United StatesProvided news coverage, interviews and reviews in the realm of movies, music and gaming.
-
Pc Previews EditorUgo Networks May 2000 - Dec 2000United StatesProvided preview coverage of noteworthy PC games and demos for UGO's dedicated PC gaming portal. -
Staff Editor: Print And Web (Founding Member)Gamers' Republic Dec 1998 - Sep 1999Greater Los Angeles AreaWhen the original GameFan enthusiast gamer magazine was veering into financial turmoil, an expeditionary force adventured off to concept, design, and launch Gamers' Republic magazine. I joined this wonderful crew, comprised of British talent like Dan Jevons, David S. J. Hodgson (one of the finest Strategy Guide authors/compilers of all time), Bryn Williams, and ace designer Gary Harrod, along with superb US pros like Brady Fiechter and Michael Hobbs.The resourceful and energetic Dave Halverson gave rise to Gamers' Republic, and with a staff of veteran international talent GR cemented its presence as a respected games-tilted entertainment magazine with a highly progressive and sophisticated design. We shared in the difficult task of creating, producing and promoting a hobbyist games and entertainment magazine from scratch. Together, we also produced some superb official game strategy guides under GR's parent entity over the years.Roles:• Published original articles for enthusiast games magazine and website. This includedconsole reviews and previews (North American, European and Japanese-origin),special features, developer interviews, and special game strategies.• Helped in assembling the monthly editorial content of the organization, includingsecuring key coverage and print exclusives.• Contributed film/game soundtrack and album reviews to music spotlight section.• Supported specific lines of business of parent company, including productionassistance on Official Strategy Guides for game franchises such as Metal Gear Solid.• Represented company and managed coverage at various conferences, such as E3.
-
Staff Editor: Print And WebGamefan Magazine Jun 1996 - Nov 1998Greater Los Angeles AreaThe original GameFan: a legend in US enthusiast gaming press, founded by Dave Halverson in the early 90s. Along with a team of accomplished video game cognoscenti, including folks like Nick Des Barres, Casey Loe and Mollie Patterson, we gave hardcore gamers a reliable and opinionated voice during the era. I worked with a young and energetic team of US, British and Japanese writers and designers, the only staff I've ever joined where to a man, every individual was a hardcore gamer. The editors, of course, but even the design team was loaded with 100% game nuts. Thus creating a very fluent atmosphere, everyone pushing diligently for top notch scoops and stories and exclusives, crazy design, always thinking about our readers. GameFan forged ahead with unmatched import games coverage and a totally unique take on Western games coverage. Most staff members, myself included, were also technically adept -- with a voracious appetite for new technologies and superior production values.This led to technical breakthroughs in print media games coverage, including high caliber, painstakingly-captured screenshots for games of the era using customized imaging gear.A real highlight of the 90s/early 2000s hobbyist gaming press.Role:• Published original articles for enthusiast games magazine and website, including Western and Japanese multi-platform games coverage, special features, and game strategies.• Provided guidance and structure for new writers and designers joining the staff, paying it forward after the team welcomed me the same way.• Assisted the Editor-in-Chief in managing the operations of crucial event coverage, such as completing photo and interview missions with key developers and studios.• Basically learned the ropes in the hectic world of print and online publishing, immersed myself in pre-release game analysis, and began to speak with so many game developers (sometimes heroes!).
Mike Griffin Skills
Frequently Asked Questions about Mike Griffin
What company does Mike Griffin work for?
Mike Griffin works for North Side Inc.
What is Mike Griffin's role at the current company?
Mike Griffin's current role is Writer, Designer and Consultant.
What is Mike Griffin's email address?
Mike Griffin's email address is mi****@****tron.ca
What are some of Mike Griffin's interests?
Mike Griffin has interest in Health.
What skills is Mike Griffin known for?
Mike Griffin has skills like Video Games, Editorial, Game Design, Press Releases, Journalism, Online Gaming, Strategies, Publishing, New Media, Community Management, Mobile Devices, Gaming.
Who are Mike Griffin's colleagues?
Mike Griffin's colleagues are Alberto Lpz, Nathan Banks, John Barnse, Ortwin Forster, Perez Marco, Jiayun Han, Lucy Williams.
Not the Mike Griffin you were looking for?
-
1worldvision.ca
-
3sasktel.net, sasktel.net, sasktel.net
-
1marinerpartners.com
-
Mike Griffin
Senior Business Leader | Renewables And Utilities | Market Analysis | Asset Management | Financial Modelling | Environmental Compliance And Permitting | Organizational LeadershipToronto, On -
Free Chrome Extension
Find emails, phones & company data instantly
Aero Online
Your AI prospecting assistant
Select data to include:
0 records × $0.02 per record
Download 750 million emails and 100 million phone numbers
Access emails and phone numbers of over 750 million business users. Instantly download verified profiles using 20+ filters, including location, job title, company, function, and industry.
Start your free trial