Gordon Walton President Art & Craft Entertainment, Inc.
Gordon Walton has been authoring games and managing game development since 1977. He is currently President of Art & Craft Entertainment, Inc., which is building the crowdfunded MMO Crowfall™. Prior positions include VP and Exec Producer at Playdom Austin, VP and co-Studio General Manager at BioWare Austin working on Star Wars®: The Old Republic™, VP, Executive Producer and Studio Manager at Sony Online Entertainment in Austin, working on an unannounced product and Star Wars Galaxies at Sony Online Entertainment, prior to this he was VP and Executive Producer of The Sims Online at Electronic Arts/Maxis, and in the same role for Origin Systems managing Ultima Online™; He also served as Senior VP and General Manager of Kesmai Studios, where he oversaw the development of several MMOGs including Air Warrior™ and Multiplayer Battletech™. Gordon has owned and managed two development companies and was development manager for both Three-Sixty Pacific and Konami of America, Inc. He has personally developed more than 40 commercial games and has overseen the development of more than 200 games.
Gordon has been a speaker at the Game Developers Conference since its inception in 1988 through 2011. Gordon has also been a featured speaker at industry events such as DICE, E3, Austin Game Developers Conference, East Coast Computer Game Developers Conference, Kagan Conference, Japan Personal Computer Software Association Conference and Jupiter’s Conference.
Gordon is a founding member of the International Game Developers Association (IGDA) and a member of the Academy of Interactive Arts and Sciences (AIAS). He was on the advisory board for GDC Austin/GDC Online for 10 years. He is an advisory board member for Full Sail, University of Texas and Austin Community College and assists other educational programs. He has chaired the gaming special interest group within the Austin Chamber of Commerce. He earned a bachelor’s degree in computer science from Texas A&M University with a minor in electrical engineering.
Running a live game is extremely difficult and dynamic due to all the variables involved. Effectively managing a live game is a blend of both science and art. These panelists have all run major games and will discuss what they learned: both the things that worked well for them, and also some of the initiatives […]
One of the hardest tasks in making a new game (without an existing intellectual property) is finding and building a new audience from scratch for it. It’s even more challenging when you don’t have lots of extra money to help build that audience. Almost every independent and many established game makers face this problem when […]