Seamus Blackley

Seamus Blackley

Seamus Blackley is an agent with Creative Artists Agency representing video game creators.

After entering Tufts University to study jazz piano, Blackley switched to study physics and graduated Summa cum Honore en Tesis. As a sophomore, he published his first paper in the "Journal of Magnetic Resonance". After college, he studied High Energy Physics at the Fermi National Accelerator Laboratory, until the Superconducting Supercollider project was cancelled in 1993.

Blackley then went to work at Blue Sky Productions, later called Looking Glass Studios. In addition to work there on "Ultima Underworld" and "System Shock", Blackley helped to create the sophisticated physics system in "Flight Unlimited". He is mentioned in the "Flight Unlimited" manual as follows::As far back as 1992, we started looking for new ways to fly on the PC. Seamus Blackley, a physics expert and experienced pilot, had just been hired on at Looking Glass Technologies, and he was well placed to see where the current simulators fell short of what they could be.

He was no longer working with the company when "Flight Unlimited II" was being developed. As a result, the second and third games did not have quite as sophisticated physics (though still arguably better than other games of the time), and the series became more civilian in nature.

After Looking Glass, Blackley worked at Dreamworks Interactive as executive producer of "", a physics-rich game published in 1998.

In February 1999, Blackley joined Microsoft. Originally hired to work on DirectX, he co-wrote the initial Xbox proposal, and helped assemble the team that designed and built the device. He then evangelized the Xbox to game developers around the world.

Blackley left Microsoft to co-found Capital Entertainment Group with former Microsoft co-worker Kevin Bachus after his time developing the Xbox [cite web|url=http://www.frictionlessinsight.com/archives/2003/05/interview-with-2.html|title=Seamus Blackley on starting CEG|publisher=frictionlessinsight.com] . CEG aimed to reform the financing models available in the game industry, following the Hollywood studio model, to provide more flexibility and creative control to game makers, and loosen the grip publishers had on control of the game industry. CEG was unable to complete a game before folding in 2004.

Currently, Blackley represents video game developers at the Creative Artists Agency, evolving the position of video games within the entertainment industry.

Quotations

*"The scariest thing was […] a bunch of fifty-five year old men, who have never played a game in their lives, decided they’re gonna do a game console and then start talking about the specifications […] This is like a group of men designing tampons or something […] it’s like a very bad idea." [cite web|url=http://dotplan.codesurgeonblog.com/post/28838777|title=Seamus Blackley, anecdote on the birth of the initial Xbox|publisher=codesurgeonblog.com] - Seamus Blackley, Warren Spector's Master Class Video Games and Digital Media, UT at Austin, November 2007

References

External links

* [http://xbox.mobygames.com/developer/sheet/view/developerId,4967/ Seamus Blackley's game credits on MobyGames]
* [http://archive.gamespy.com/articles/march03/dice/seamus/ Seamus Blackley Speech at DICE '03]
* [http://www.frictionlessinsight.com/archives/2003/05/interview-with-2.html 2003 CEG Interview]
* [http://news.com.com/Xbox+marks+his+spot/2008-1082_3-254830.html 2001 Xbox-related Interview]
* [http://www.gamasutra.com/features/19990514/trespasser_01.htm 1999 Gamasutra Post-Mortem on Trespasser]
*Association for Computing Machinery [http://portal.acm.org/citation.cfm?doid=1077246.1077251 Video Interview with Seamus Blackley]


Wikimedia Foundation. 2010.

Игры ⚽ Поможем сделать НИР

Look at other dictionaries:

  • Xbox — This article is about sixth generation games console, released in 2001. For its successor, see Xbox 360. For other uses, see Xbox (disambiguation). Xbox …   Wikipedia

  • System Shock — Infobox VG title = System Shock developer = Looking Glass Studios publisher = Origin Systems/Electronic Arts designer = Doug Church engine = Enhanced Underworld engine released = March 26, 1994cite web |… …   Wikipedia

  • System Shock 2 — Developer(s) Irrational Games Looking Glass Studios Publisher(s) Electronic Arts …   Wikipedia

  • Thief (series) — For the 1981 arcade game, see Thief (arcade game). Thief Genres Stealth Developers Looking Glass Studios Ion Storm Eidos Montréal Publishers Eidos Interactive …   Wikipedia

  • Doug Church — Church tests an Indie Game Jam 2005 project. Doug Church is an American computer 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… …   Wikipedia

  • Marc LeBlanc — Marc Mahk LeBlanc is an educator about and designer of video games. LeBlanc attended MIT where he received a B.S. and M.S. in Computer Science. Through his work with Looking Glass Studios, LeBlanc contributed to a number of important video game… …   Wikipedia

  • Dark Engine — Developer(s) Looking Glass Studios Irrational Games Written in C++ Platform Microsoft Windows The Dark Engine is the computer game engine used for the Looking Glass Studios games Thief: The Dark Pr …   Wikipedia

  • List of Tufts University people — The following is a partial, incomplete list of notable Tufts University people. It includes alumni, professors, and others associated with Tufts University. See also .Notable alumniPolitical leaders*Kow Nkensen Arkaah, Vice President of Ghana… …   Wikipedia

  • Australian Game Developers Conference — The Australian Game Developers Conference (AGDC) is owned by the Academy of Interactive Entertainment Limited (AIE Ltd) and was run by Interactive Entertainment Events (IE Events), a subsidiary of AIE Ltd. It is an annual conference that brings… …   Wikipedia

  • Blue Sky Productions — Looking Glass Studios (ursprünglich Blue Sky Productions, später Looking Glass Technologies) war in den 1990er Jahren ein Entwicklungsstudio für Computerspiele. Ihre Spiele waren Vorbilder für innovatives Gameplay, neue physikalische Effekte und… …   Deutsch Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”