![]() My goals are to continue the quality established by Total Warfare and TechManual, not only in fleshing out the rules and such, but also to ensure that the universe never gets too stale and peaceful for us. Meanwhile, I've working alongside the folks at WizKids on their Mage Knight and MechWarrior: Dark Age lines (way more of the latter than the former), while puttering around in some other fantasy and sci-fi game universes. Since then, I've served as the BattleTech's assistant line developer (pretty much throughout the days of FanPro), as well as playing the role of junior continuity editor for the series. I’ve been playing BattleTech (and the MechWarrior role-playing game) since 1990 and have been writing for both since about 1997, way back when FASA ran the show. Beas II Game & World Development: Alternate World Engineer God of Nukes, Fire, Death, and Other Fun Stuff This may include making outlines, selecting and guiding the fantastic creative talent of authors, artists, painters and so on that work for Catalyst, rules generation, writing, art direction, product specification with a manufacturer, and so on. This also allows me the flexibility to throw my skills at new games that Catalyst pursues.Īs Managing Developer, I can work at any level of game production, as needed. My goals are to continue the quality of Shadowrun and BattleTech products as set with Shadowrun 20th Anniversary Edition, and the BattleTech Introductory Box Set and BattleTech: 25 Years of Art & Fiction.This involves working closely with both line developers to ensure they receive the necessary resources to maintain that quality, while hitting their release dates. In addition I’ve also published fiction and/or game design in the Shadowrun, Earthdawn, Crimson Skies, Vor: The Maelstrom, Eclipse Phase, and Star Trek universes, as well as young adult fiction published under Adventure Boys. I’ve also served as the Mechwarrior: Dark Age continuity editor, working with WizKids to help in the creation of the universe- including its thirty full-length novels- assisted in the writing and crafting of the original MechWarrior community campaigns, and was the driving force behind the coffee-table art/universe book MechWarrior: Technology of Destruction. I’ve served as the BattleTech line developer, continuity editor, art director, and a primary author/novelist under FASA I was also the BattleTech assistant line developer. Bills Game & Managing Developer: Alternate World Engineer For general business, please use and they can get the message to me. Refer to our Submission Process Guidelines for the best way to submit fiction and other works to BattleCorps, and to the relevant web pages for how to submit material for our game lines. Reaching me can be difficult, as I tend to keep myself “slightly” overburdened. I enjoy a creative environment where people challenge me, though in the end (as many writers already know) I have very strong opinions which will continue to evolve as I do my part to help guide the universe(s) forward. ![]() And in the meantime, I will contribute what I can as editor-in-chief, creative consultant, and staff writer. To accomplish this, I’ll be staying out of the way of a lot of very smart, very hardworking people. With a great deal of hard work, Catalyst will soon be known for creativity and high professional standards- a company in which everyone involved stands proudly behind every single product. I am also one of the primary founders of InMediaRes Productions, LLC, which launched the successful internet publishing venture,, and is now developing Catalyst Game Labs. Most recently I’ve edited two DAW Books anthologies as well as a six-series set of Young Adult work for Adventure Boys, Inc. Counting up all short stories and game-related sourcebooks, I have well over two million words in print- most of them involving a media tie-in project of one type or another. ![]() In the last ten years I’ve published over twenty novels, including nine for BattleTech and a trilogy to help re-launch the world of Conan. Regularly published since about 1995, my first BattleTech novel, Double-Blind, hit the bookstores in 1997. I’ve been a novelist, game designer, and all-around literary hatchet-man for over fourteen years. Coleman Director of Theoretical Gaming Sciences
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