About :: The Author

I’ve been an avid gamer for as long as I can remember. I have fond memories of long week-end afternoons spent with graph paper to identify the layout of dungeons in games like Eye of the Beholder for the PC, or even just writing down all of the outfit colors possible in Street Fighter 2: The New Challengers. I would frequently keep a list of “problems” that I was able to cause with the game, although at the time I had no idea what to do with them other than taunt my friends.

It was while playing Eye of the BeholderĀ 2 that I started to imagine what it would be like to play non-FPS computer games online with other people. How would it look? How would it play? At the time the only multi-player games that I knew of were Doom, Heretic, or the original Duke Nukem. Not exactly a persistent world. While trying to find out if a game existing like I saw in my mind I discovered the Origin Systems BBS (where I tried to pitch the idea), and from there a game called Neverwinter Nights on AOL.

Neverwinter Nights was my first taste of a persistent online graphical world. I quickly became enamored with the game. It was based on the Gold Box games, a personal favorite series of mine, and had the social interaction that I had been missing in my single player gaming sessions. From there I would go on to search out new games on services like http://mpogd.com/, specifically looking for any Online RPG that was in beta and needed testers. During this time that I was doing volunteer test work, Origin Systems shipped Ultima Online. I continued to volunteer my time as a tester for various projects, and in September of 1998 I turned my hobby into a profession by becoming a tester at Origin Systems.

Since then I have worked for a variety of companies, including Electronic Arts (OSI and EA.com), Nintendo, Atari (Cryptic Studios) and Microsoft. My specialty is in testing multi-player online titles, infrastructure components (account server, billing systems, etc), and gaming web sites. My preference is to juggle numerous simultaneous projects that all have short release cycles. I have a particular fondness for “casual” and “social” games, having been turned on to Coffee Break Arcade a number of years ago. I’ve since graduated from there to sites like Big Fish Games and GameHouse.

Feel free to use this link to get in touch with me, particularly if you want to talk about opportunities with your casual or social game! :)

Ta for now!

-Stephen
 E-Mail: Link
 LinkedIn: Link
 Moby Games: Link