Randel Reiss

Account Type:
member
Location:
, California United States
Member since:
December 5, 2003
Last Login:
March 21, 2022
Last Update:
November 21, 2010
Bio:
Making great games so you don't have to.

Skills

Primary Skill:
Advanced Producer
Secondary Skill:
Advanced Designer
Tertiary Skill:
Advanced Tester
Summary:
I have been co-owner and operator of the indie company Prairie Games for 2 years now. We've grown the Torque-based 3D MMOROPG Minions of Mirth to over 110,000 registered users as of Fall 2010. We have a fully functional Virttual Goods eStore and offer insight into how we did it at MMOWorkshop. Prairie Games is now worth in excess of $4.5 Million.

Previously I was one of only two Executive Producers at Perpetual Entertainment in San Francisco. I was acting Senior Producer on the 3D MMORPGGods and Heroes project. Perpetual was in the press heavily for owning the exclusive online rights to the lucrative Star Trek property. I also created a business plan for a Torque-based 3D game portal similiar to how Instant Action eventually looked. Perpetual sold for $10 Million

Prior to Perpetual, I was a co-founder and Vice President of Product Development for Doppelganger in San Francisco. Doppelganger went live with the first Torque-based 3D social MMO aimed at teens, vSide, all built from my initial hands-on built prototype. Doppelganger sold for $26 Million.

Last year I launched the first website dedicated to legal and business issues affecting the MMO industry:

http://www.GameLaw.ORG
*** CURRENTLY UNDER RENOVATION ***

In addition, I was recently commissioned as an MMO expert witness for the Estate of 3DO. I have testified on the industry standard requirements of Beta quality software and the typical product development cycle necessary in finalizing interactive entertainment software. I have documented, for the Federal Bankruptcy Court of San Francisco, California, the details of product submission by a developer for milestone approval by the publisher

www.randelreiss.com/images/gdc03b.jpg
In addition I presented at the 2003 Game Developer Conference a seminar entitled "Surviving Crunch Time" in which I discussed my experience finalizing dozens of interactive entertainment software products.

Prior to that I completed a short contract position as acting Development Director on the MMO Battlefield 1942 patch for Electronic Arts. I also conducted an extensive on-site due diligence on the developer n-Space in Orlando, Florida. I was reporting to Tom Frisina, Vice President of EAD, who has offered a reference for me if and when necessary.

I was formerly the Production Manager for Online Studios with Sony Computer Entertainment America in Foster City. I managed 24 employees building online Playstation 2 games and online consumer services such as browsers, e-mail, chat, audio & video streaming on the Playstation 2. I did business plans, scheduling, budgeting, break-even analysis, as well as team management for both internal and external resources. I simultaniously managed a 3-person studio developing the first PS2 MMO Frequency, which eventually turned into Guitar Hero, as well as the first PS2 MMORPG Mage Wars, by Turbine.

mailto:randelreiss@randelreiss.com
http://www.randelreiss.com

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