Mark Lewis Baldwin
Résumé
Creative Video Game and Computer Game Designer and Developer, Consultant, Manager, Producer, Educator, and Expert Witness with refined leadership skills, a comprehensive background in product sales and marketing, and 20+ years of expertise in the following broad-based competencies:
|
DEVELOPMENT CONSULTING |
COMPUTER ENTERTAINMENT |
COMMERCIAL SOFTWARE |
|
TECHNICAL STAFF SUPERVISION |
NEW PRODUCT INTRODUCTION |
INTERFACE DESIGN |
|
PROJECT MANAGEMENT |
ARTIFICIAL INTELLIGENCE |
EDUCATION AND ACADEMIA |
| SIMULATIONS AND MODELING |
LARGE SCALE SYSTEMS |
SOFTWARE ERGONOMICS |
Manager, Producer, Programmer and/or Designer for over 25 commercial software products with over $100,000,000 in retail sales. Have continuously had software on retail shelves since 1986.
Skilled in the design and development of retail, commercial and entertainment software. Experienced in the full software development and project management lifecycles from initial concept through delivery.
Expertise in P&L analysis/control, multicultural team supervision, project management, new product introduction, market testing, business analysis and strategic sales/marketing.
Exceptional oral/written communication, interpersonal, analytical, organizational, strategic planning, technical, business development, motivational, problem solving and leadership skills.
Proactive and self-motivated team player/builder with refined technical acumen, exemplary people skills and a superior work ethic. Results-oriented manager able to think out of the box.
Effectively manage multiple, concurrent and senior-level projects and responsibilities. Thrive in both independent and collaborative work environments. Successfully forge profitable industry relationships.
Educator and teacher active in development of undergraduate and graduate programs and curriculums for new technologies in computer entertainment.
Expert Witness in the computer and video game industry, game design and game development.
| Baldwin Consulting - Golden CO |
|
Provide consulting services to clients in multiple industries including education, healthcare, gambling, the US military and computer games on software product design and development, and project management.
Spearhead projects pertaining to interface and product design, simulation design, game design, code development and artificial intelligence.
Designed functionality and interfaces for HealtheTech’s BalanceLog personal healthcare software. Authored and developed Windward Studio’s Galaxis and Zono’s Metal Fatigue.
P
Integral member of research team for Integrated Knowledge Solutions’ GAMEDEV instructional development system for the US Navy.
Associate Professor in Game Design and Development, University of Advancing Technology. Senior Instructor in Graduate Program of Computer Design and Programming at Media Design School in Auckland New Zealand. Instructor in Game Design and Development for Westwood College and DeVry University.
| Moto1, Inc - Irving, TX |
|
Vice President of Product Development
Directed product development and managed a 45 person development division. Responsibilities included product design, development, quality assurance, and online operations for commercial games, online multiplayer products and entertainment marketing tools.
Instituted an online multiplayer capability including development of a comprehensive multiplayer product. Led the company transition from PC game development to PlayStation 2 and Xbox product lines.
Successfully produced three popular products on time with limited resources while reducing staff turnover.
| White Wolf Productions, Inc - Lakewood, CO |
|
President / CEO
Chief project manager and designer for White Wolf software products, many award winning.
Orchestrated all daily company operations, business growth and development, and production efforts for a computer game development company providing products for several publishers. Supervised 10 employees.
Managed all company staffing, contracting, product design and development, strategic planning, product sales and marketing, and profitability. Outside consultant to the computer entertainment industry.
| Quantum Quality Productions, Inc. - Flemington, NJ |
|
Vice President,
Product DevelopmentDirected new product development initiatives for an innovative game publishing company with 20 employees. Supervised five staff, and contracted and developed internal/external products.
| Red Rocks College - Lakewood, CO |
|
Instructor in computer art. Developed curricula, class materials and instructional methodologies.
| Beacon Technical Services - Littleton, CO |
|
Owner / Manager
Provided engineering, code development, simulation and game design/development consulting services.
Designed several commercial computer games including the award winning Empire.
Purdue
University – Lafayette, IN
M.S., Engineering Sciences
United States Air Force
– Montgomery, AL
Squadron Officers School
Commercial Software
Trainz Railroad Simulator 2006, Auran, 2005
BalanceLog, HealtheTech, 2003
SCCA Racing, Moto1, 2002
NHRA Drag Racing Main Event, Moto1, 2001
NHRA 50th Anniversary Drag Racing, Moto1, 2001
Ted IIC, Gametech, 2001
Diamond Pro and Elite, Gametech, 2000
Metal Fatigue, Psygnosis, 2000
Sensor Combat - The Balkan Cauldron, Air Force Information Warfare Center, 1997
Galaxis, Trimark, 1996
Baldwin, M.L. and Rakosky, R., Empire II, The Art of War, New World Computing, 1995
Baldwin, M.L. and Rakosky, R, Empire Deluxe Masters Edition, New World Computing, 1994
Perfect General II, American Laser Games, 1994
Baldwin, M.L., et al; Empire Deluxe Scenarios, New World Computing, 1993
Baldwin, M.L. and Rakosky, R, Empire Deluxe, New World Computing, 1993
Baldwin, M.L. Keeton, B. and Sorensen, T, Star Legions, Mindcraft, 1992
Baldwin, M.L., Greatest Battles of the 20th Century, Quantum Quality Productions, 1992
Baldwin, M.L., The Perfect General, Battles of World War II, Quantum Quality Productions, 1991
Baldwin, M.L., Rakosky, R. and Zaccagnino, B. W, The Perfect General, Quantum Quality Productions, 1991
Damon, R, Baldwin, M.L. and Rakosky, R, D.R.A.G.O.N. Force, Interstel, 1989
Baldwin, M.L. and Sorensen, T., Star Fleet II, Interstel, 1988
Baldwin, M.L. and Bright, W., Empire, Wargame of the Century, Interstel, 1988
Baldwin, M.L. and Sorenson, T, Star Fleet I, Interstel, 1986
Baldwin, M.L. CPRESS Reservoir Information
System, Exper-Tech, 1983
Magazines and Journals
Baldwin, M.L. “Career Paths in the Game Industry”, Journal of Advancing Technology, Summer 2006. Reprinted in gamasutra.com
Baldwin, M.L. “Giving the Antagonist Strategic Smarts: Simple Concepts and Emergence Creates Complex Strategic Intelligence”, Journal of Advancing Technology, Spring 2005
Baldwin, M.L. “The Virtual Gilpin”,Railroad Model Craftsman, August and September 2005
Baldwin, M.L. “Remembering the Stone Age”, Journal of Advancing Technology, Fall 2004
Baldwin, M.L. “Publishing Contracts, A Few Notes,” Journal of Computer Game Design, April 1989
Baldwin, M.L. “The Conversion Malaise,” Journal of Computer Game Design, August 1988
Baldwin, M.L. “The Emperor’s New Clones,” Computer Gaming World, December, 1988
Baldwin, M.L. “Where Are We Headed, A Program to Calculate Limits to Growth,” Creative Computing, May 1983
Baldwin, M.L. “Starbase 13,” Softside, April 1982
Major Web Sites
Baldwin, M.L. The Gilpin Tram, http://gilpintram.com 2004-present
Baldwin, M.L. Games Ed, http://gamesed.com, 2006-present
Baldwin, M.L. The Art of Computer Game Design, 1998-2002
Saulter, J., Managing Game Development McGraw-Hill/Irwin, 2007
Saulter, J., Video Game Design Strategies McGraw-Hill/Irwin, 2007
Saulter, J., Introduction to Game Design and Development, McGraw-Hill/Irwin, 2005
Rabin, S., Introduction to Game Development, Charles River Media, 2005
Stout, B., Adding Intelligence to Computer Games, Addison-Wesley Longman, Inc. 1997
Baldwin, M.L. “Computer Games, History, and the Gilpin Tramway,” Presentation for Technology Forum 2009, University of Advancing Technology, July 2006
Baldwin, M.L. “Remembering the Stone Age,” Presentation for Technology Forum 2007, University of Advancing Technology, November 2004
Baldwin, M.L. “Top 10 Things Every Producer Should Know About Game Design,” Presentation and paper for Computer Game Developers Conference, San Jose CA, April 1999
Baldwin, M.L. “Designing and Developing Computer Wargames”, Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1999
Baldwin, M.L. “Project AI”, Presentation and paper for Computer Game Developers Conference, Long Beach, CA, April 1998
Baldwin, M.L. “Whither (or Wither) Wargames”, Roundtable and papers for Computer Game Developers Conference, April 1997 and April 1998
Baldwin, M.L. “Project AI (Strategic Artificial Intelligence Decision-Making),” Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1998
Baldwin, M.L., “Gaming in an Industrial Setting,” Presentation at the Shell PC Gaming Workshop, The Hague, The Netherlands, November, 1997
Baldwin, M.L. “Foundations and Empire”, Presentation and paper for Computer Game Developers Conference, San Jose CA, April 1997
Baldwin, M.L. “Computer Wargame Design,” Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1997
Baldwin, M.L. “Wargames Don’t Sell or How Actually to Write a Successful Wargame,” Presentation and paper for Computer Game Developers Conference, April, 1996
Baldwin, M.L. “Effective Interface for Computer Wargames”, Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1996
Baldwin, M.L. “A Better Mousetrap or How I Learned to Stop Worrying About Empire”, Presentation and paper for Computer Game Developers Conference, San Jose CA, April 1995
Baldwin, M.L. and Rakosky, R., “Project Artificial Intelligence,” Presentation and paper for Computer Game Developers Conference, San Jose CA April 1993
Baldwin, M.L. and Rakosky, R, “Designing for Play-By-Modem,” Paper for Computer Game Developers Conference, San Jose CA April 1993
Computer Gaming World – Cited among the top 20 game developers in the world; Recognized for three of “150 Best Games of All Time;” Awarded “Game of the Year” for Empire, ranked 8th of 150 “Best Games of All Time”, and “Wargame of the Year” for The Perfect General.”
GameSpy.com – Awarded “Hall of Fame” and “Top 50 Games of All Time” for Empire Deluxe.
Group Achievement Award, Spacelab Flight Design Team, The National Aeronautics and Space Administration, 10 July, 1984
Lyndon B Johnson Space Center Group Achievement Award, National Aeronautics and Space Administration, 19 July, 1983
Certificate of Recognition for New Technology, National Aeronautics and Space Administration, 15 October, 1982
Certificate of Merit for Identifying and Disclosing New Technology, McDonnell Douglas Technical Services Inc., November 22, 1982
First Shuttle Flight Achievement Award by Crew of First Manned Orbital Flight of Space Shuttle, 3 September, 1981
Public Service Group Achievement Award, National Aeronautics and Space Administration, 11 September, 1981
Air Force Commendation Medal, United States Air
Force, 14 July, 1979
International Game Developers Network, Board Member 1997-1998
International Game Developers Association
Academy of Interactive Arts and Sciences
Science Fiction Writers of America
American Institute of Aeronautics and Astronautics
Poulter, K Empire II, The Art of War, Prima Publishing, 1996
Dultz, M Perfect General II The Official Strategy Guide, Prima Publishing, 1995
Emrich, A, Carroll, M Empire Deluxe, The Official
Strategy Guide, Prima Publishing, 1993