Warren Spector

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Warren Spector
11.30.10SpectorDavidByLuigiNovi2.jpg
Spector at the November 30, 2010 release party for Epic Mickey at the Times Square Disney Store in Manhattan.
Born Warren Evan Spector
(1955-10-02) October 2, 1955 (age 59)
United States
Occupation Video game designer
Spouse(s) Caroline L. Spector (née Skelley) (1987–present)

Warren Spector (born October 2, 1955)[1] is an American role-playing game designer and a video game designer. He is known for creating games which give players a wide variety of choices in how to progress.[2] Consequences of those choices are then shown in the simulated game world in subsequent levels or missions. He is best known for the critically acclaimed video game Deus Ex that embodies the choice and consequence philosophy while bringing together elements of the video game genres first person shooter, role playing game and adventure.[3]

Early life[edit]

Spector grew up in Manhattan, which he described as a sometimes hostile environment where "short, pudgy, Jewish kids didn't fare well".[1] He showed an intense devotion to whatever topic became his focus at any given time, from dinosaurs and airplanes as a small boy, to an interest in law by the sixth grade.[1] At age 13, Spector had decided he wanted to be a film critic, and by high school, his interests expanded to include cars and basketball.[1]

Spector and game designer Greg Costikyan were friends since high school.[citation needed]

Spector attended Northwestern University in Illinois, still intending to become a film critic, stating that he "knew more about movies than a lot of my teachers".[1] Spector earned his BS in Communications at Northwestern, and went on to earn his MA in Radio-TV-Film at the University of Texas in Austin in 1980.[1] His thesis was a critical history of Warner Bros. cartoons.[4]

All through college, Spector enjoyed gaming, and recalls that he "played Avalon Hill games mainly, and a lot of OGRE and G.E.V. games, and Rivets from Metagaming. It was all boardgames until I became friends with science-fiction writers who were into D&D games, so I gave the game a try. I was hooked."[1] Spector taught several undergraduate classes at the University of Texas at Austin, on the history, theory, and criticism of film.[1]

Career[edit]

Tabletop role-playing games[edit]

In 1983, after a job at the Harry Ransom Center as an archivist in charge of the David O. Selznick collection ended after a few months, Spector recalls that he "was sitting around, wondering how I was going to pay the next month's rent, when I got a call from Chris Frink. He was a writer for a weekly entertainment magazine I used to edit in college. Anyway, he said that he was now editor of Space Gamer magazine and asked if I wanted a job. So, in the fall of 1983, I started as an editor."[1] Within a short time, Spector became the editor-in-chief for all Steve Jackson Games products, the company that owned and published Space Gamer magazine. Spector began producing role-playing games for the company, stating, "I supervised game development, typesetting, and the art and graphic departments."[1] Greg Costikyan developed Steve Jackson Games' first complete role-playing system, Toon (1984), based on an idea by Jeff Dee; Costikyan intended the game to be an article in Fantasy Gamer magazine, but Spector liked it enough that he expanded it into a full game.[5]:104 Spector wrote the Paranoia game supplement Send in the Clones (1985) with Allen Varney.[5]:189 Spector also worked on the GURPS role-playing game.[6] In March 1987 he was hired by TSR, initially working on games such as Top Secret/S.I. and the Marvel Super Heroes role-playing game.[1] He also worked on The Bullwinkle and Rocky Party Roleplaying Game, and the second edition AD&D rules set, as well as board games, choose-your-own-adventure books, and novels.[6] Spector spent some time in TSR's R&D department, helping launch, among other things, Spelljammer.[citation needed]

Origin and Looking Glass[edit]

In 1989, Spector entered the computer game industry and joined Origin, where he co-produced Ultima VI and Wing Commander and produced Ultima Underworld and Ultima Underworld II, Ultima VII Part Two: Serpent Isle, System Shock, Wings of Glory, Bad Blood, Martian Dreams, and others.[6][7] He later became general manager of Looking Glass Austin.[6] He worked briefly on Dark Camelot, which later became Thief: The Dark Project.[citation needed] However, Spector left Looking Glass soon afterward, just before Thief shipped, to pursue other interests.[8]

Ion Storm[edit]

In 1996, Spector was about to sign a contract with EA to do an unannounced project (which was revealed to be a "Command & Conquer Role-Playing Game") when he got a call from John Romero to join him at Ion Storm; Romero persuaded Spector by offering him the chance to make the game of his dreams with no creative interference and a big marketing budget. Spector later agreed.[9] In 1997 he founded Ion Storm's Austin development studio, and his "dream project" later became the award-winning action/RPG called Deus Ex.[6][7] As Ion Storm studio director, he oversaw development of Deus Ex: Invisible War (2003) and Thief: Deadly Shadows (2004).[6] In 2004, Spector left Ion Storm to "pursue personal interests outside the company".[10] Ion Storm was closed by owners Eidos Interactive in February 2005.[11]

Disney[edit]

In 2005, it was announced that he had established a new studio Junction Point Studios.[12] A job advertisement for the studio called for artists for a game that has "classic Hollywood cartoons" featuring "cartoon mice, cats and wabbits".[citation needed] On July 13, 2007, it was announced that Disney Interactive had acquired Junction Point Studios.[13] His first project with Disney Interactive is a project involving classic Disney characters, titled Epic Mickey. The game is a Steampunk title and designed exclusively for the Wii;[14] the game was released in 2010.[15]

In January 2013, it was announced that Warren Spector had left Disney Interactive following the closure of Junction Point Studios.[16]

University of Texas[edit]

After leaving Disney Interactive, Spector has been working with the University of Texas at Austin to build a new post-baccalaureate game development program – the Denius-Sams Gaming Academy. He is working with UT staff to create a curriculum and plan out courses and labs.[17]

Personal life[edit]

Warren met Caroline Chase in 1984 at a comic book store in Austin, Texas, where she was employed. Caroline got a job at Steve Jackson Games shortly afterwards, and shortly after that, the two began a romance. Warren and Caroline were married on April 11, 1987. He and Caroline sometimes worked together, such as on game supplements for the Marvel Super Heroes role-playing game.[1]

The two currently reside in Austin, Texas. Caroline is a fantasy writer.

Credits[edit]

Video games[edit]

Spector in 2006

Spector is usually credited as a producer, except for Deus Ex on which he is also credited as project director.

Role-playing games[edit]

Novels[edit]

  • Double Agent: Royal Pain/The Hollow Earth Affair by Richard Merwin/Warren Spector ISBN 0-88038-551-0

Comics[edit]

References[edit]

  1. ^ a b c d e f g h i j k l "TSR Profiles". Dragon (Lake Geneva, Wisconsin: TSR, Inc.) (#123): 88. July 1987. 
  2. ^ Specrot, Warren. "Choice and consequence talk". gamasutra.com. 
  3. ^ Spector, Warren. "Deus Ex postmortem". gamasutra.com. 
  4. ^ "AGDC: The Warren Spector Interview". September 6, 2007. 
  5. ^ a b Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. ISBN 978-1-907702-58-7. 
  6. ^ a b c d e f Spector, Warren (2007). "Tikal". In Lowder, James. Hobby Games: The 100 Best. Green Ronin Publishing. pp. 322–326. ISBN 978-1-932442-96-0. 
  7. ^ a b Spector 2000, p. 50.
  8. ^ G4Icons. "G4 Icons Episode #30: Warren Spector". YouTube. Retrieved 13 August 2015. 
  9. ^ Game Informer. "Replay - Deus Ex". YouTube. Retrieved 13 August 2015. 
  10. ^ Tor Thorsen. "Warren Spector exits Eidos". GameSpot. GameSpot. Retrieved 2007-05-04. 
  11. ^ Tor Thorsen. "Ion Storm closes its doors". GameSpot. GameSpot. Retrieved 2007-05-05. 
  12. ^ Curt Feldman & Tor Thorsen. "Warren Spector resurfaces at Junction Point". GameSpot. GameSpot. Retrieved 2007-05-05. 
  13. ^ Martin, Matt (2007-07-13). "Disney swoops for Spector's Junction Point Studios". GamesIndustry.biz (GamesIndustry.biz). Retrieved 2007-08-18. 
  14. ^ Thomas M. "'Epic Mickey' Spector's first Disney effort?". GameSpot. GameSpot. Retrieved 2009-07-29. 
  15. ^ "Nintendo - Disney Epic Mickey". Nintendo. Retrieved 19 May 2015. 
  16. ^ Michael McWhertor. "Warren Spector no longer with Disney after Junction Point closure". Polygon. Retrieved 2013-06-01. 
  17. ^ Spector, Warren. "About 2". Gaming The System. Retrieved 28 June 2015. 
  18. ^ Warren Spector's Master Class Interview No. 8 with Tim Willits (University of Texas, October 29, 2007)
Sources

External links[edit]