Level Atlas

Near miss

Doug Churchdraft

Lead on Ultima Underworld, director of System Shock, designer on Thief. Church wrote the essay that gave the immersive sim, and the field, a vocabulary: intention and perceivable consequence.

Born
1968
Nationality
American
Active
1990 to present
Studios
Looking Glass Studios, Eidos, Valve

Why it matters

Church misses the ten only because his lessons are already carried in the entry for Warren Spector, whose games he built. On a list of essays rather than designers he would be first.

Lessons

  1. 01 · process

    Give the field a shared vocabulary

    Church's 1999 essay argued that design cannot improve as a craft until designers can name what they do. He proposed formal abstract design tools and demonstrated three by dissecting Super Mario 64: intention, the player forming a plan; perceivable consequence, the world answering clearly enough to plan again; and story. The essay is the reason the immersive sim can be taught rather than only imitated.

Known for

  • Ultima Underworld1992 · lead programmer, designer
  • System Shock1994 · director
  • Thief: The Dark Project1998 · designer

Levels in the atlas (0)

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Sources