Robin Hunicke
Robin Hunicke | |
---|---|
Born | [1] | March 15, 1973
Occupation(s) | Executive Producer Designer |
Known for | Funomena thatgamecompany Electronic Arts |
Notable work | MySims, Boom Blox, Journey |
Spouse | Ben Smith |
Website | www |
Robin Hunicke (born March 15, 1973)[1] is an American video game designer and producer, and co-founder of Funomena. She is also finishing a PhD in Computer Science at Northwestern University where she is researching artificial intelligence and game design.
Hunicke began her career at Electronic Arts where she worked on multiple games including MySims as Lead Designer and Boom Blox and its sequel as a Producer. After leaving EA, she was hired by thatgamecompany where she produced Journey, an online cooperative game for the PlayStation 3. After its completion, Hunicke joined Tiny Speck to develop the social MMORPG Glitch, teaming with Katamari Damacy creator and personal friend Keita Takahashi. Prior to the release of Glitch, Hunicke left Tiny Speck to co-found Funomena together with Martin Middleton, former teammate and engineer at thatgamecompany. In October of 2012, Funomena announced their first project: "to build a game that takes data from a pedometer and does something fun with it." [2]
Hunicke is recognized in the industry for her support of independent game development, experimentation in game design, research in dynamic difficulty adjustment, and the advocacy of women within the games industry.[3]
Early life and education
Hunicke was born on March 15, 1973 in Albany, New York. She holds a B.A. degree from the University of Chicago and is finishing a PhD in Artificial Intelligence with a focus on Games and Game Design from Northwestern University.[4]
Career
Electronic Arts
Hunicke began her work with Electronic Arts at Maxis, where she became a designer for The Sims 2: Open for Business after meeting famed game designer and Sims director Will Wright. Following her work on The Sims 2, Hunicke went on to become the lead designer for MySims on the Nintendo Wii, and later, was a producer for Boom Blox and its sequel, Boom Blox: Bash Party.[5][6][7]
thatgamecompany
Following her work at Electronic Arts, Hunicke joined thatgamecompany as producer.[8] She joined the team in the early conceptual stages for the studio's third project Journey, a multiplayer cooperative adventure game released in early 2012.[9][10]
Tiny Speck
After the release of Journey, Hunicke left thatgamecompany to join Tiny Speck to continue development of their social MMORPG Glitch.[11]
Funomena
Prior to the release of Glitch, Hunicke left Tiny Speck to co-found Funomena together with Martin Middleton. They announced their first project in October of 2012: "to build a game that takes data from a pedometer and does something fun with it." [12]
Conferences and events
Hunicke contributes to various video game industry conferences and events throughout the year. She is an organizer of the annual Game Design Workshop at the Game Developer's Conference, where she teaches with designers Doug Church, Marc LeBlanc, Frank Lantz, Stone Librande, Clint Hocking and others.[13] Hunicke is also an organizer of the Experimental Gameplay Sessions at GDC with Jonathan Blow, Doug Church, and Chris Hecker.[14] Many successful games have made their first public appearance at the session, including Jonathan Blow's Braid and Valve's Portal.[15] Hunicke is also an organizer of IndieCade, an annual festival dedicated to independent game development.[16]
Hunicke is a founding member of the IGDA Education SIG, helps with the Global Game Jam, teaches at USC, and is a judge for the Independent Games Festival.[17][18]
Research
In her studies, Hunicke researches Dynamic Difficulty Adjustment. She is also interested in how "the notions of fate, meaning, and consequence can be communicated via video games".[19]
MDA framework
In 2008, Hunicke, Marc LeBlanc, and Robert Zubeck created the Mechanics-Dynamics-Aesthetics framework to focus and improve game analysis. The framework categorizes the many aspects of a game as Mechanics, Dynamics, or Aesthetics, and outlines the inverse perspectives of designer and player. From the perspective of the designer, the Mechanics generate Dynamics which generate Aesthetics. From the perspective of the player, the player experiences the game through the Aesthetics, which are provided by Dynamics that emerge from Mechanics.
Awards and recognition
On May 21, 2008, Hunicke was chosen for Gamasutra's "Gamasutra 20", "honoring the Top 20 women working in the video game industry". In 2009, Microsoft awarded Hunicke the Women in Gaming Award for Design. She also earned a spot on the Hot 100 Game Developers of 2009 list by Edge Magazine.[20][21][22]
To date, the various titles Hunicke has worked on have garnered many awards, such as the "Online Innovation Award" for Journey at the Game Developers Choice Online Awards [23] and a BAFTA award for "Best Casual Game of 2008" for Boom Blox.[24]
References
- ^ a b "Robin Hunicke – Photos". Robin Hunicke. Retrieved October 2, 2011.
- ^ "Funomena – Awesome Day". Funomena. Retrieved October 10, 2012.
- ^ "GDC Vault – Indie Gamemaker Rant". GDCVault. Retrieved March 13, 2011.
- ^ "Robin Hunicke – Bio". Robin Hunicke. Retrieved March 13, 2011.
- ^ "Moby Games – Sims 2". Moby Games. Retrieved March 13, 2011.
- ^ "Moby Games – MySims". Moby Games. Retrieved March 13, 2011.
- ^ "Moby Games – Boom Blox". Moby Games. Retrieved March 13, 2011.
- ^ "thatgamecompany – People – Robin Hunicke". thatgamecompany. Retrieved March 13, 2011.
- ^ "thatgamecompany – Games – Journey". thatgamecompany. Retrieved March 13, 2011.
- ^ "thatgamecompany – Robin Hunicke Joins TGC". thatgamecompany. Retrieved March 13, 2011.
- ^ "Bigger, Better, Brighter". Tiny Speck. March 29, 2012. Archived from the original on March 31, 2012. Retrieved March 31, 2012.
{{cite web}}
: Unknown parameter|deadurl=
ignored (|url-status=
suggested) (help) - ^ "Funomena – Awesome Day". Funomena. Retrieved October 10, 2012.
- ^ "Game Developers Conference – Tutorials". GDC. Retrieved May 31, 2011.
- ^ timw (March 4, 2011). "GDC 2011: The Experimental Gameplay Sessions Highlights". IndieGames. Retrieved May 31, 2011.
- ^ "EGW – History". www.experimental-gameplay.org. Retrieved March 13, 2011.
- ^ "IndieCade – About". IndieCade. Retrieved March 13, 2011.
- ^ "Gamasutra 20 – Women in Games". Gamasutra. Retrieved March 13, 2011.
- ^ "IGF Judges Announced". Independent Game Festival. Retrieved March 13, 2011.
- ^ "Robin Hunicke – Homepage". Robin Hunicke. Retrieved March 13, 2011.
- ^ "Gamasutra 20 – Women in Games". Gamasutra. Retrieved March 13, 2011.
- ^ "Women in Games Awards". IGDA. Retrieved March 13, 2011.
- ^ "The Hot 100 Game Developers". Edge. Retrieved March 13, 2011.
- ^ "GDCOnline Innovation Award". UBM. Retrieved October 19, 2012.
- ^ "2009 BAFTA Awards". BAFTA. Retrieved March 13, 2011.
External links
This article may have been previously nominated for deletion: Wikipedia:Articles for deletion/Robin Hunicke exists. It is proposed that this article be deleted. If you can address this concern by improving, copyediting, sourcing, renaming, or merging the page, please edit this page and do so. You may remove this message if you improve the article or otherwise object to deletion for any reason. Although not required, you are encouraged to explain why you object to the deletion, either in your edit summary or on the talk page. If this template is removed, do not replace it. This message has remained in place for seven days, so the article may be deleted without further notice. Find sources: "Robin Hunicke" – news · newspapers · books · scholar · JSTOR Nominator: Please consider notifying the author/project: {{subst:proposed deletion notify|Robin Hunicke|concern=}} ~~~~ Timestamp: 20130908164812 16:48, 8 September 2013 (UTC) Administrators: delete |