Craig Derrick | Creative Director & Executive Producer

Thimbleweed Park to Xbox One

Posted on August 12, 2015

I'm super proud to be a part of the team bringing Thimbleweed Park to Xbox One!  Here's a few pictures from our recent trip to Germany and Gamescom 2015 where we made the announcement:


Thimbleweed Park Coming Soon to Xbox One and Windows 10!


Ron Gilbert on stage at Gamescom 2015 announcing Thimbleweed Park for Xbox One

*Note the green glow means we're at a Xbox Party

Craig & Ron at Gamescom 2015

Behind-the-Scenes of Ron, Major Nelson, and Julia Hardy LIVE from Gamescom 2015

Sven and Craig in the Retro Games booth at Gamescom 2015

Sven and Craig in the Retro Games Booth at Gamescom 2015

If you have a problem, if no one else can help, and if you can find him....maybe you can hire...

You can read more about our Gamescom 2015 adventures and all of the latest news and updates on Thimbleweed Park at the blog located at:

Producers Guild of America

Posted on March 27, 2015


Excited to announce that I've joined the prestigious Producers Guild of America.  The PGA represents the finest in the craft of production for film, television and new media and it's an honor to join their ranks.  More announcements to come soon!


The Next Game Boss Ep.1: The Concept

Posted on January 31, 2012

Yep, that's me sitting in the "Simon" chair crushing some kids' dream of being the Next Game Boss.  Here's the official description from IGN:

Six teams of up-and-coming devs compete in IGN's new reality competition show, The Next Game Boss, for a prize package worth $10,000!

In the premiere episode, the contestants are given the challenge to create a video game concept but are thrown two last minute twists: they can only use one button for player input and it must also be PC compatible! Watch the first episode, hosted by IGN's Naomi Kyle and Daemon Hatfield with special guest judge Craig Derrick from LucasArts then leave us a comment below and answer this week's question: which team are you rooting for?

They edited out all of our arguments, the crying and my jokes!  Oh well, I guess Greg Miller is the only guy that gets to be funny at IGN.  Anyway, I had a blast doing this and wish all of the teams the best of luck throughout the competition and into what I'm sure will be long careers within the game industry!

And a special thanks to Ken Fox for putting much of this together and inviting me to be their first guest judge!

Communication Tips for Game Producers

Posted on September 16, 2006

When I started in the industry there was little information available on game development and even less on game production. I had no idea what was expected of me because I hadn’t come up through Q/A or had the benefit of working under an experienced producer. There I was getting my first break in the industry as my company’s only producer and I had no idea what to do. So I did what anyone else in this position would do -– I panicked.

Then I went looking for information on how to be a game producer.

I found myself asking, “What does it take to be a good producer?” Should I have more technical skills? What about team building or scheduling? Given the lack of best practices and industry-wide processes (with the exception of a few GDC whitepapers), I relied on other industries for information. I read books on project management, software development, construction, film production, and sports management. I read anything I could get my hands on.

What I found between them all was one common theme – communication. If you’re going to work with people to accomplish any type of task, you need to be able to communicate with them. It doesn’t matter if it’s verbal, written, hand signals, or even telepathic. As producers it is our number one priority to communicate with our team and stakeholders. You need to be able to get information into the hands of others. This is the way that you as a producer will properly set expectations for your project.

Bill Petro understands this need and has recently written an article for Gamasutra entitled “Communication Tips for Game Producers” You can read the full article at the following link:

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Descent 3 Post-Mortem

Posted on October 13, 1999

Game Developer Magazine: October 1999

Written by two guys that no longer work there.  Read the full post-mortem at Gamasutra

My Big Break

Posted on April 3, 1996

Next Generation Magazine: April 1996

This was the issue that kicked off my game industry career.  I had been reading Next Generation magazine since it was available in the States and well before when it was only an imported magazine known (still is!) as Edge.

This article was the first I knew of that actually provided a map of the United States that listed game companies with their address and primary contacts.  Of the many companies listed only two were in Michigan -- both located in Ann Arbor about 35 miles from my home -- Media Station and Parallax Software.

I knew very little about Media Station.  But I did know Parallax Software as I was already a big fan of their game Descent (a two-page ad for Descent can be found in this same magazine on pages 34 & 35 just before the cover article).

The contact listed at Parallax was for a Matt Toschlog but without an email or available job to apply for I wasn't really sure what to do next as I wasn't an artist, programmer, or PR person.  However, I kept coming back to a quote in the article that said:

Beyond any technical qualifications, game companies need imaginative, creative, and dedicated people who -- above all -- love games

I always felt that quote described me perfectly so if it was really true that game companies (and hopefully Parallax) were looking for that then maybe I could get my first break.  I was just scared and didn't really know how to take that first step.

A few weeks go by and I haven't made a move.  But then we get news at my current job that our company has been acquired by Texas-based ACS, Inc. and is likely closing our offices or transferring us out-of-state.  This naturally leads just about everyone to the Sunday want ads section in the newspaper where my co-workers notice this posting:

The Detroit News

Read the entire 'How to get a job in the game industry' article compliments of the Internet Archive: