Richard Rouse Iii work email
- Valid
- Valid
- Valid
Richard Rouse Iii personal email
Design and narrative leader for games. I have twenty years of game direction, design, writing and production experience on a wide range of titles. from AAA to indie to everything in between. I've worked in single player and multiplayer, action, shooter, RPG and strategy, worked with controller, keyboard/mouse, motion and voice control, from retail discs to downloadable to games-as-a-service/free-to-play. Extensive experience working with both internal and external teams, from die-hard AAA developers to academic research teams. I've worked on many platforms including all versions of the Xbox, PlayStation 1 through 4, Nintendo Switch, Wii, Dreamcast(!), PC and Mac. I've done every design job, including creative direction/project lead, lead design, narrative direction/design & writing, systems design, gameplay programming, and level design/scripting. I've also done a lot of mentoring and managing of designers and writers.I'm a regular speaker at the Game Developer's Conference and at various conferences and universities around the world, often focusing on unique ways to combine narrative with gameplay. I've also written about game design in my popular book Game Design: Theory & Practice, as well as for publications like Game Developer Magazine, Gamasutra, Develop and SIGGRAPH Computer Graphics. To learn more visit, www.paranoidproductions.com or contact directly at rr3@paranoidproductions.com
-
Studio Creative DirectorFarbridge 2021 - PresentEverything from project direction to technical design to writing, most recently shipped Homeworld: Vast Reaches. Now working on some dark new worlds to get lost in... -
Owner, Creative Director, ConsultantParanoid Productions May 2014 - PresentProvided production, design, narrative, and project direction consulting services for a variety of clients from AAA to large indies to applied gaming. Served as Director/Designer/Writer/Programmer/Producer on experimental indie narrative game The Church in the Darkness (www.paranoidproductions.com/church) which shipped in 2019 for PS4, Xbox One, Switch and PC/Mac. For more information see www.paranoidproductions.com
-
Senior Game Designer/Design LeadMicrosoft May 2012 - Apr 2014Redmond, Washington, UsWorked on numerous different titles with a variety of development partners, often several projects in parallel. Evangelized titles within Microsoft publishing and marketing, helped hone vision and direction, drove user research, and collaborated with external development partners. Key projects include: * Publishing design lead on the State of Decay franchise, including Lifeline DLC, Year One Survival Edition, and the beginning of State of Decay 2. * Publishing multiplayer design lead for Sunset Overdrive up through vertical slice.* Design & implementation on a narrative prototype using experimental Microsoft Research technology that evolved into a key feature for Quantum Break.* Publishing design lead on CastleStorm for XBLA. -
Narrative DirectorUbisoft Mar 2010 - Feb 2012Saint-Mandé, Île-De-France, FrAt Ubisoft Montreal, provided direction for the narrative for Rainbow 6 Patriots. Responsible for story and script, storyboarding, level progression and structure, narrative feature design, narrative scripting, actor casting and performance direction. Directly managed a team of 7. Co-designed and wrote the "Bridge" Target Game Footage that got the project approved and was later publicly released. Key participant in the game's reveal in a Game Informer cover story. -
Lead Single Player DesignerKaos Studios/Thq Aug 2008 - Jan 2010UsFrom prototype up through vertical slice, led the single player design on Homefront, including gameplay and story. Responsible for core mechanics and systems design, AI/squad design and implementation, level design. Developed the game's pillars, world/setting/backstory, plot, level progression, characters, and did casting and performance direction. Specifically drove development on the "Single Player Prototype" that got the project green-lit and became the demo that announced the game at E3 2009. -
Owner, Creative DirectorParanoid Productions Mar 2008 - Jul 2008Spent some time consulting on an unannounced (and eventually cancelled) Wii strategy/simulation game at Big Huge Games.
-
Director Of Game DesignMidway Oct 2005 - Feb 2008UsWas a company-wide design & story consultant on a number of titles, working with the studio creative directors as Midway transitioned from two internal development studios to five. Helped establish a development process/gate system for projects. Drove hiring of creative directors and design leadership at the studios. Organized company-wide design knowledge sharing, including semi-annual "Design Summits." Specific titles I consulted on include Stranglehold, BlackSite: Area 51, This is Vegas, and even a little bit on Mortal Kombat. Was very involved in Wheelman, transitioning the project from PS2 to 360/PS3, moving it from one studio to another, directing their story content, and serving as creative liaison with Vin Diesel's company Tigon. -
Studio Creative DirectorSurreal Software Jun 1999 - Oct 2005Seattle, Wa, UsCame up with the original concept for The Suffering, on which I was Project Lead, Lead Designer and Writer (in addition to some stealth programming). Was Creative Director and Writer on its sequel The Suffering: Ties That Bind. Helped out as designer/programmer to ship Drakan: The Ancients' Gates, balancing the game, implementing the economy, and tuning the AI. Worked as lead designer/programmer on a cancelled Western game called Gunslinger. As Studio Creative Director, handled design staff hiring, mentoring, and allocation. Provided design oversight and guidance for internal projects. Worked on numerous game concepts, eventually kicking off development on This is Vegas (cancelled many years after I had left the studio). -
Director Of DesignLeaping Lizard Software Feb 1998 - Jun 1999As Lead Designer and AI programmer, designed and implemented core gameplay and artificial intelligence in 3D "updating" of Centipede. Co-designed all levels and worked closely with artists to establish the look and feel of the game. Game was originally for PC, then I was involved in porting the game to the PlayStation (with Real Sports) and then worked on an expanded/enhanced for the Dreamcast and Macintosh.
-
Owner, Creative DirectorParanoid Productions Mar 1994 - Feb 1998As producer and lead designer/lead programmer/writer, shipped the Macintosh games Odyssey - The Legend of Nemesis (fantasy RPG) and Damage Incorporated (tactical military FPS).
Richard Rouse Iii Skills
Richard Rouse Iii Education Details
-
University Of ChicagoApplied Mathematics/Computer Science
Frequently Asked Questions about Richard Rouse Iii
What company does Richard Rouse Iii work for?
Richard Rouse Iii works for Farbridge
What is Richard Rouse Iii's role at the current company?
Richard Rouse Iii's current role is Studio Creative Director at FarBridge.
What is Richard Rouse Iii's email address?
Richard Rouse Iii's email address is ri****@****dge.com
What schools did Richard Rouse Iii attend?
Richard Rouse Iii attended University Of Chicago.
What skills is Richard Rouse Iii known for?
Richard Rouse Iii has skills like Game Design, Artificial Intelligence, Interactive Storytelling, Creative Writing, Fps, Public Speaking, Video Game Design, Cinematic Game Design, Managing Creative Teams, Mentoring, Character Design.
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