Patricia A. Pizer


Developer BIO

My first job was as a Quality Assurance Software Engineer (tester) for Infocom. I'd played all their games and was a huge fan. They were based near where I was living after graduate school and I met someone from the staff. We hit it off and he called me when they had an opening for a tester. It was like a dream come true. I'd test games in production, record bugs, make design suggestions, create "online" hints, customer support, write user manuals.

After testing at Infocom, I took a detour as a systems designer for customer support software. At Boffo Games, I was the first and then Manager of QA. Over time, I became more involved in design and made significant contributions to The Space Bar in writing, design and programming.

From Boffo, I worked as a designer for CogniToy, makers of MindRover. From there, I went on to GameFX (a studio of THQ) to create their QA department and then to become a Designer/Producer.

When GameFX was effectively shut down, I moved on to Turbine Games where I was the Lead Designer and then Creative Director for the sequel to Asheron's Call. After a stint with MMOs for Ubisoft (URU primarily) and the Walt Disney Internet Group (Toontown Online & PotCO), I worked with the folks at 42 Entertainment on Last Call Poker, an ARG for the release of Activision's GUN.

In 2007 she is the online designer for Disney Interactive Studios.




Contributed by Jeanne Bronze Star Contributing Member (59402) on Nov 23, 2003. [revised by : Patricia Pizer (8)].
 

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