|X-Men Origins: Wolverine (2009)||(Senior Producer)|
|Maize (2016)||(Designed by)|
|We Happy Few (2016)||(Design Direction)|
|Disney The Princess and the Frog (2009)||(Studio Design Director)|
|Where the Wild Things Are (2009)||(Design Director)|
|SOCOM II: U.S. Navy SEALs (2003)||(Creative Director)|
|SOCOM: U.S. Navy SEALs (2002)||(Creative Director)|
|Harlan Ellison: I Have No Mouth, and I Must Scream (1995)||(Designed by)|
|Maize (2016)||(Story by)|
|SOCOM II: U.S. Navy SEALs (2003)||(Motion Capture Actors)|
|SOCOM: U.S. Navy SEALs (2002)||(Motion Capture Actors)|
|Dead Island: Retro Revenge (2016)||(Special Thanks)|
|Breach & Clear (2013)||(Gun would like to thank)|
|Contrast (2013)||(Special Thanks)|
|Criticom (1995)||(Special Thanks)|
|SOCOM 3: U.S. Navy SEALs (2005)||(Additional Contributions)|
|SOCOM: U.S. Navy SEALs - Fireteam Bravo (2005)||(Additional Contributions)|
David Sears studied at the University of Southern Mississippi and graduated with a BS in English, Radio/Television/Film (1985-1991). After his studies he became journalist/assistant editor at Compute! magazine and was freelancer for about a year (1991-1992). He continued to write articles for Compute! after he left till 1994, and contributed in total about 50 articles.
In 1992, he wrote the hint book for Cyberdreams'
award-winning adventure game Dark Seed and co-wrote with Harlan Ellison a first (game) draft for I Have No Mouth, and I Must Scream.
In June of the same year he went to Virgin Interactive, to become Lead Designer, where he stayed till May 1996. In the same period he was Producer/Lead Designer at Kronos Digital Entertainment, where he worked on Meat Puppet (January 1995-June 1996).
He worked as Project Director for Looking Glass Studios (June 1997 - January 1999) and his next job was Creative Director at Zipper Interactive, where he was the Creative Director and Lead Designer for the first SOCOMs, a multi-million unit selling series (February 1999-February 2005). He left Zipper to pursue other kinds of game designs. He worked shortly for SCEA as Senior Designer, at least according to his business card, as in fact his job was Creative Director. Internally Senior Designer was the "highest" title someone coming from a game design background could have (April 2005-April 2006).
Since then he holds positions as Game Director at Pseudo Interactive (June 2006 - present) and as Senior Producer at Foundation 9 Entertainment (2008 – present).
Last updated: Dec 09, 2008