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===Game Design===
===Game Design===
While employed at [[Backbone Entertainment]], Sirlin was lead designer behind [[Super Street Fighter II Turbo HD Remix]], a [[Video_game_remake|rehash]] of [[Street Fighter II]]. He designed the online card game [[Kongai]] for [[Kongregate]]. He was also in deliberation with [[Capcom]] in an attempt to acquire permission to use the [[Street Fighter]] characters for his current project, Yomi, but was not granted it, leading the game design to instead use his own personal IP.
While employed at [[Backbone Entertainment]], Sirlin was lead designer behind [[Super Street Fighter II Turbo HD Remix]], a [[Video_game_remake|rehash]] of [[Street Fighter II]]. He designed the online card game [[Kongai]] for [[Kongregate]]. He was also in deliberation with [[Capcom]] in an attempt to acquire permission to use the [[Street Fighter]] characters for his current project, Yomi, but was not granted it, leading the game design to instead use his own personal IP.

== See also ==
*[[Kongai]]
*[[Super Street Fighter II Turbo HD Remix]]
*[[Super Puzzle Fighter II Turbo HD Remix]]
*[[Capcom Classics Collection]]

== References ==
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During development of Super Street Fighter II HD Remix, a large amount of interviews<ref>[http://www.gamasutra.com/php-bin/news_index.php?story=18045 "Q&A: Backbone's Sirlin Talks Remixing Street Fighter II"] - Brandon Sheffield (2008). Retrieved on 2008-11-20.</ref> as well as a number of blog posts on Capcomunity <ref>[http://blog.capcom.com/archives/542 "Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 1)"] - David Sirlin (2008). Retrieved on 2008-11-20.</ref> <ref>[http://blog.capcom.com/archives/577 "Super Street Fighter II Turbo HD Remix FAQ"] - Seth Killian (2008). Retrieved on 2008-11-20.</ref> chronicle both its development as well the major design choices and changes made to the game itself.
During development of Super Street Fighter II HD Remix, a large amount of interviews<ref>[http://www.gamasutra.com/php-bin/news_index.php?story=18045 "Q&A: Backbone's Sirlin Talks Remixing Street Fighter II"] - Brandon Sheffield (2008). Retrieved on 2008-11-20.</ref> as well as a number of blog posts on Capcomunity <ref>[http://blog.capcom.com/archives/542 "Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 1)"] - David Sirlin (2008). Retrieved on 2008-11-20.</ref> <ref>[http://blog.capcom.com/archives/577 "Super Street Fighter II Turbo HD Remix FAQ"] - Seth Killian (2008). Retrieved on 2008-11-20.</ref> chronicle both its development as well the major design choices and changes made to the game itself.

Revision as of 23:10, 20 November 2008

David "Low Strong" Sirlin
David Sirlin (left) with Guilty Gear XX player Miu at a fighting game tournament
David Sirlin (left) with Guilty Gear XX player Miu at a fighting game tournament
OccupationWriter/Game Designer
GenreGame Design
Website
http://www.sirlin.net/

David Sirlin is a game designer from California. He is notable for his balancing efforts as lead designer of the popular video games Super Puzzle Fighter II Turbo HD Remix and Super Street Fighter II Turbo HD Remix. His nickname is "Low Strong,"[1] but he is known primarily by his surname in the gaming community at large.

He has obtained degrees in math and business from the Massachusetts Institute of Technology.

Writing

Sirlin is known for his book Playing to Win: Becoming The Champion, which explores the concept of competitive gaming and the mindset of actively playing to win, also drawing examples of the different types of gamers that exist by selectively choosing and analyzing both Chess and Street Fighter players. This book is available in both hard[2] and soft[1] copies.

Sirlin maintains a website where he writes primarily on the subject of game design. He is relatively infamous for his sometimes unpopular opinions[3] towards the way companies choose to enforce rules in their games, as well as for his articles on Playing to Win.

Game Design

While employed at Backbone Entertainment, Sirlin was lead designer behind Super Street Fighter II Turbo HD Remix, a rehash of Street Fighter II. He designed the online card game Kongai for Kongregate. He was also in deliberation with Capcom in an attempt to acquire permission to use the Street Fighter characters for his current project, Yomi, but was not granted it, leading the game design to instead use his own personal IP.

During development of Super Street Fighter II HD Remix, a large amount of interviews[4] as well as a number of blog posts on Capcomunity [5] [6] chronicle both its development as well the major design choices and changes made to the game itself.

See also

References

  1. ^ a b "Game Design, Psychology, Flow, and Mastery - Playing to Win Book - The Obsessed" - David Sirlin (2008). Retrieved on 2008-11-20.
  2. ^ Amazon: Playing to Win (hardcopy)
  3. ^ "World of Warcraft Teaches the Wrong Things" - David Sirlin (2008). Retrieved on 2008-11-20.
  4. ^ "Q&A: Backbone's Sirlin Talks Remixing Street Fighter II" - Brandon Sheffield (2008). Retrieved on 2008-11-20.
  5. ^ "Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 1)" - David Sirlin (2008). Retrieved on 2008-11-20.
  6. ^ "Super Street Fighter II Turbo HD Remix FAQ" - Seth Killian (2008). Retrieved on 2008-11-20.