Studio Creative Director
CurrentEverything 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...
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@paranoidproductions.com
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Richard Rouse Iii is listed as Studio Creative Director at FarBridge at FarBridge, based in Redmond, Washington, United States. AeroLeads shows a work email signal at paranoidproductions.com and a matched LinkedIn profile for Richard Rouse Iii.
Richard Rouse Iii previously worked as Studio Creative Director at Farbridge and Owner, Creative Director, Consultant at Paranoid Productions. Richard Rouse Iii holds Bs, Applied Mathematics/Computer Science from University Of Chicago.
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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
Listed skills include Game Design, Artificial Intelligence, Interactive Storytelling, Creative Writing, and 7 others.
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Everything 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...
Provided 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.
Redmond, Washington, US
Worked 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.
Saint-Mandé, Île-de-France, FR
At 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.
US
From 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..
Spent some time consulting on an unannounced (and eventually cancelled) Wii strategy/simulation game at Big Huge Games.
US
Was 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.
Seattle, WA, US
Came 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.
As 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.
As producer and lead designer/lead programmer/writer, shipped the Macintosh games Odyssey - The Legend of Nemesis (fantasy RPG) and Damage Incorporated (tactical military FPS).
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Richard Rouse Iii works for FarBridge.
Richard Rouse Iii is listed as Studio Creative Director at FarBridge at FarBridge.
AeroLeads has found 1 work email signal at @paranoidproductions.com for Richard Rouse Iii at FarBridge.
Richard Rouse Iii is based in Redmond, Washington, United States while working with FarBridge.
Richard Rouse Iii has worked for Farbridge, Paranoid Productions, Microsoft, Ubisoft, and Kaos Studios/Thq.
You can use AeroLeads to view verified contact signals for Richard Rouse Iii at FarBridge, including work email, phone, and LinkedIn data when available.
Richard Rouse Iii holds Bs, Applied Mathematics/Computer Science from University Of Chicago.
Richard Rouse Iii is listed with skills including Game Design, Artificial Intelligence, Interactive Storytelling, Creative Writing, Fps, Public Speaking, Video Game Design, and Cinematic Game Design.
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