Stieg Hedlund

Stieg Hedlund

Infobox Person
name=Stieg Hedlund


image_size=225px
caption=Stieg Hedlund
birth_date= 1965
birth_place=Portland, Oregon
death_date=
death_place=
occupation=Game designer
spouse=

Stieg Hedlund (born 1965 in Portland, Oregon) is a computer and video game designer, artist, and writer with over 20 years of experience who has contributed more than 30 iconic games to the game industry [cite web|url=http://www.mobygames.com/developer/sheet/view/developerId,20632/ |title=Moby Games rap sheet on Hedlund] . Although he is probably best known for his work in action RPGs, he has also worked on games in each of the real-time strategy, tactical shooter, beat-'em-up and action-adventure genres on the PC and almost every dedicated game console. He has a professed interest in conlangery and linguistics [cite web|url=http://www.gamasutra.com/view/feature/3781/design_language_designer_.php?page=3 |title=Gamasutra Design Language: Designer Derivations] .

Design Philosophy

Despite his lengthy resume, Hedlund is not known for having the "rock-star attitude" common among well-known designers in the industry, and has been described as "humble and modest" despite his "Nordic" looks [cite web|url=http://www.gamersinfo.net/articles/1651-interview-stieg-hedlund-design-director-of-perpetuals-gods--heroes-rome-rising |title=Gamersinfo Interview with Stieg Hedlund] . Hedlund has said that he is "more interested in how the audience feels" about his games than in the "accolades of (his) fellow game designers" [cite web|url=http://pc.ign.com/articles/602/602945p1.html |title=IGN Gods and Heroes Interview] . He has further stated in interviews that he believes in a collaborative environment and that his door is "always open to anyone who had a design idea" [cite web|url= http://www.escapistmagazine.com/articles/view/issues/issue_48/290-Exodus |title=The Escapist: Exodus] .

Experience

Raised in the Chicago area, Hedlund contributed to and co-ran a small but successful minicomic during high school. He became a professional pen & paper RPG designer "by the age of 16" after exploring "scenario creation, rule variants, balancing" and the like in Dungeons & Dragons [cite web|url=http://www.gamasutra.com/view/feature/3781/design_language_designer_.php?page=3 |title=Gamasutra Design Language: Designer Derivations] .

Hedlund began his career in the electronic entertainment field in 1987 at Infinity Software, a small publisher of games for the Macintosh, Commodore 64 and Amiga.

Hedlund moved on to Japanese publisher Koei in 1990, which had established a North American subsidiary, Koei Corporation, in California two years earlier. Working at Koei both in Northern California and Japan, he was the lead designer for and/or originated a number of games including "Liberty or Death", "Celtic Tales: Balor of the Evil Eye", "Gemfire" and "Saiyuki: Journey West". In 1995, shortly after Hedlund left the company, the subsidiary ceased its game development efforts [cite web|url=http://www.gamerzneeds.net/company-Koei.html?c=58312&c=52999 |title=Gamerzneeds Koei profile] .

After working on an unreleased "Lord of the Rings"-based title for Electronic Arts in the early '90s, Hedlund interviewed with Condor Software (the future Blizzard North), then working on "Justice League". According to Hedlund the game concept "wasn't very appealing to me" [cite web|url=http://www.escapistmagazine.com/articles/view/issues/issue_48/289-Secret-Sauce-The-Rise-of-Blizzard.3 |title=The Escapist: Secret Sauce: The Rise of Blizzard] , leading to his instead going to work for the Sega Technical Institute in 1994, where as Lead Game Designer he worked on titles like "Die Hard Arcade", "Comix Zone", "The Ooze" and "Sonic X-treme". Hedlund has stated that in addition to his gaming experience, his experience "living and working in Japan" was another reason he was hired on at STI [cite web|url=http://www.sega-16.com/feature_page.php?id=187&title=Interview:%20Stieg%20Hedlund%20%3C/strong%3E |title=Sega16 Interview: Stieg Hedlund] , since STI collaborated and integrated more game professionals from Japan than any of Sega’s other studios.

In 1996, three years after he first interviewed with the company, Hedlund ran into the three founders of Condor (STI and Condor were closely located on the eastern edge of the SF peninsula). He was impressed by the potential of their latest game, "Diablo", and immediately joined the team taking on the lead design role. Three months before the release of "Diablo", Blizzard acquired Condor and renamed the company Blizzard North [cite web|url=http://www.escapistmagazine.com/articles/view/issues/issue_48/289-Secret-Sauce-The-Rise-of-Blizzard.3 |title=The Escapist: Secret Sauce: The Rise of Blizzard] . "Diablo" would go on to become one of the most highly rated games of 1996.

In the wake of "Diablo"'s success, Hedlund designed the record-breaking "Diablo II", which was released in 2000. The title went on to become the second-best-selling PC game of all time, the number one-selling RPG on the PC with over 15 million units sold and, according to the 2003 edition of the Guinness Book of World Records, the fastest selling computer game ever sold, with more than 1 million units sold in the first two weeks of availability. [cite web|url=http://www.gamefaqs.com/computer/doswin/review/R84014.html |title=Gamefaqs.com: One of the Best] . According to the 2008 Guinness Gamer's Edition, the title still holds the record [ [http://gamers.guinnessworldrecords.com Guinness 2008 Gamer's Edition Website] ] . "Diablo II" was also the recipient of many of the game industry's most prestigious awards, including the 2001 Academy of Interactive Arts & Sciences Game of the Year Award [cite web|url=http://www.insidemacgames.com/news/story.php?ArticleID=2414 |title=Diablo II Wins Game of the Year Award] .

While at Blizzard, he also participated in the design of both "StarCraft" and the "" expansion pack. Starcraft was the best-selling PC game of 1998 and received numerous Game of the Year awards [cite web|url=http://www.blizzard.com/us/inblizz/awards.html |title=Blizzard Entertainment: Awards] . A decade later it remains one of the most popular online games in the world [cite web|url=http://rossignol.cream.org/?p=284 |title=Sex, Fame and PC Baangs: How the Orient plays host to PC gaming’s strangest culture] , and was even named “the Greatest Game of All Time” by Gamespot [cite web|url= http://www.gamespot.com/gamespot/features/all/greatestgames/starcraft.html |title=The Standard by Which All Real-Time Strategy Games Are Judged] . "Diablo II: LOD" was released in 2001, and helped to “reinforce the staying power of an already legendary RPG” [cite web|url=http://www.metacritic.com/games/platforms/pc/diablo2lordofdestruction?q=Diablo%20II |title=MetaCritic page for Diablo II:LOD] . It too received numerous awards, including several for Best Expansion Pack of the Year, and tied with "Baldur’s Gate II" for Best RPG of the Year [cite web|url= http://www.wargamer.com/articles/2001_awards_main.asp |title=Wargamer: 2001 Best of the Year Awards] .

On April 17, 2000, Hedlund announced that he would be leaving Blizzard North "as soon as his responsibilities for "Diablo II" (had) been fulfilled" in order to start a new game-development firm called Full-On Amusement Company [cite web|url=http://www.gamespot.com/news/2565454.html?tag=result;title;0 |title=Diablo II Designer to Leave Blizzard] with business partners, programmers,and artists from Virgin Interactive, Sega, Sony Computer Entertainment, Electronic Arts, and Maxis. During this time, Hedlund was also named as the designer to collaborate with five-time academy award nominated director David Lynch on his unreleased "Woodcutters from Fiery Ships" game project [cite web|url=http://www.lynchnet.com/upfilms.html |title=Lynchnet Unproduced Works] .

Later in 2000, Hedlund joined Konami as the company’s Creative Director and worked on titles such as the iconic "Frogger" and "Contra" series. In 2002, he went to work as Creative Director for Ubisoft/ Red Storm Entertainment [cite web|url=http://web.archive.org/web/20040405110239/www.redstorm.com/corporate/management.php |title=Archive of Red Storm Management page] on games such as "Tom Clancy's Ghost Recon 2" and ', as well as contributing to '. He also spent some time with Oddworld Inhabitants doing foundational work for "".

Beginning in August 2004, Hedlund signed on with Perpetual Entertainment as Design Director on the "Gods & Heroes" MMORPG [cite web|url=http://www.gamespot.com/pc/rpg/godsheroes/news.html?sid=6160960 |title=Gamespot Interview with Stieg Hedlund] , officially announced in March of 2005. The game was shown at E3 2006 and received several “Best of Show” awards, with particular notice being paid to its innovative “minion” system [cite web|url=http://www.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=185 |title=Ten Ton Hammer: Gods, Heroes, and... Minions?] . Although it was well into “content complete” beta testing by September of 2007 [cite web|url=http://www.warcry.com/articles/view/interviews/3380-Exclusive-Interview-with-Stieg-Hedlund WarCry.com |title=Warcry Interview with Stieg Hedlund] , the technology behind the game could not be stabilized, and after numerous delays and several rounds of layoffs [cite web|url=http://www.gamasutra.com/php-bin/news_index.php?story=15587 |title=Gamasutra: Perpetual Announces Gods and Heroes Delay, Layoffs] the game was "indefinitely suspended" in mid-October of 2007 even as further stability testing was underway [cite web|url=http://mmorpg.qj.net/Gods-Heroes-Rome-Rising-development-on-indefinite-hold/pg/49/aid/104639 |title=Gods & Heroes: Rome Rising development on indefinite hold] . Hedlund left the company during its ensuing dissolution in the months that followed.

Current Projects

After leaving Perpetual, Hedlund founded [http://www.turpitudedesign.com/ Turpitude] [cite web|url=https://www.cmpevents.com/GDAU08/a.asp?option=G&V=2&CPid=226&Sortby=4a&SPln=H |title=Austin GDC 2008 Speaker List] , an independent game design firm, along with partners Natalie Fay and Trevor Shackelford. As the Chief Creative Officer for Turpitude Design, Stieg oversees the team of game designers and producers working on the company’s projects.

References


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