My first video game. Two year development time. $18m budget. The initial deal with EA wasn't done to have a game in time for the first film, so we chose to incorporate the first two films into this game and release it with the second film. This re-invented movie games and was a huge success.
My second game. 9 month development timeline. $35m budget. This game broke ground again for movie games. This sold a million more units than the previous game and received much critical acclaim.
This was a real time strategy game built for PC's and later ported to gaming consoles as well as Mac Os. We made an expansion pack as well as a sequel. All very successful for the RTS genre and was a precursor to what would eventually become very popular in mobile gaming.
EA attempted to model a game after combat style of Final Fantasy. I was not keen on this, but NLC management defaulted to EA's expertise. Sadly this game was a very poor performer.
Following the success of Star Wars: Battlefront, EA created this game using the same engine, but based in Middle-earth. Lucasfilm would not let us use the Battlefront name, so we came up with "Conquest".
With the acquisition of New Line Cinema by Warner Bros, I was asked to stay on and continue work on LotR and the upcoming Hobbit films. WB acquired Snowblind Studios in Seattle and we created this game with them.
Lego and New Line Cinema discussed creating this game for years, but Lego was always on the fence because the films were darker than they were used to. With the Hobbit films announced and WB acquiring TT Games - this great game finally came to fruition.
Developed this iOs game and made weekly updates throughout the life cycle. This game was a huge success both creatively and financially.
WB/TT Games insisted on this game be released prior to the last Hobbit film, which in turn caused this game to end with film two. There were plans to do an update to complete the game once the last Hobbit film was completed, but sadly management decided against it.
Developed with Monolith Studios in Seattle, this game took 3 1/2 years with the budget ending up at $50 million. Despite being under constant scrutiny and threat of being cancelled by senior management, the development team really delivered on this game with a new villain hierarchy system called "the Nemesis System", which was a game changer. This open world critically acclaimed game generated $1 billion in sales. WB did not want to use the LotR name yet again, so I came up with this title then ended up getting approved and used.
We had a very short window to make release with the film, so a decision was made to do a Gameboy Advanced game. The game, developed with Crave - was fun and enjoyed good success.
Developed with THQ for the Nintendo DS in record time to meet the film's release.
With a small window once again, we developed this game with Tivola for the Nintendo DS System.
A gathering of all of the Middle-earth titles I was creative and product development lead on.