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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

Now, several years
later, Jim is an accomplished associate producer with credits including
Lord of the Rings: The Ba le for Middle-earth II (2006) and Command &
Conquer 3: Tiberium Wars (2007). We asked him to update his comments
for this edition based on his experiences on these projects.
On ge ing into the game industry:
I always wanted to get into the industry, but like most people had trouble ?¬? nding an open door. I thus
spent my time reading articles and becoming versed in the business practices of the industry so that when
an interview did come along I would be prepared. I would also take every opportunity to talk to industry
personnel; you??™d be surprised how eager some people are to simply share their experiences or give some
inspirational words of wisdom. The research paid o?¬? , and my ?¬? rst gig came in the form of a summer internship
at Vivendi Universal Games while I was a student at USC.
On experiences learned on the job:
One of the greatest development philosophies at EALA is the concept of pods and cells. A pod or cell is a
group of individuals from each discipline who work together on a speci?¬? c feature of the game.


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