Church tests an Indie Game Jam 2005 project.
November 16, 1968 |
|Occupation||Game designer, producer|
Doug Church (born November 16, 1968 in Evanston, Illinois), is an American video 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 first-person adventure/shooter/roleplaying games, including Ultima Underworld, Ultima Underworld II, System Shock and Thief.
Later, Church joined Eidos Interactive as technical director, lending programming and design expertise on a number of games from Ion Storm Inc. and Crystal Dynamics, including extensive design work on Tomb Raider: Legend. In 2005, he left Eidos to join Electronic Arts.
In 2003, Church was given the International Game Developers Association's Community Contribution award, in part for his work as co-chair of the IGDA's educational committee developing relationships between the game industry and academia. He has also participated in many of the Indie Game Jams, including developing "Angry God Bowling," the prototypical game for the first IGJ.
Church worked on the following games:
- Ultima Underworld: The Stygian Abyss (1992)
- Ultima Underworld II: Labyrinth of Worlds (1993)
- System Shock (1994)
- Flight Unlimited (1995)
- Terra Nova: Strike Force Centauri (1996)
- Flight Unlimited II (1997)
- Thief: The Dark Project (1998)
- System Shock 2 (1999)
- Flight Unlimited III (1999)
- Thief II: The Metal Age (2000)
- FreQuency (2001)
- Deus Ex (Game of the Year Edition) (2001)
- Freedom Force (2002)
- Whiplash (2003)
- Deus Ex: Invisible War (2003)
- Backyard Wrestling: Don't Try This at Home (2003)
- Thief: Deadly Shadows (2004)
- Tomb Raider: Legend (2006)
- Counter-Strike: Global Offensive (2012)
- Paul M Harrison (October 15, 2012). "Doug Church, A Brief Introduction".
- Gamespot, Steven Spielberg, EA ink three-game next-gen deal
- Ordland, Kyle (March 16, 2011). "Valve Confirms Hiring Of Thief Designer Doug Church". Gamasutra. Retrieved February 17, 2015.
- November 2004 Gamasutra interview with Church
- "Formal Abstract Design Tools for Games" a notable early effort to develop a common language of game design methodology.
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