Craig Derrick | Game 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:

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Thimbleweed Park Coming Soon to Xbox One and Windows 10!

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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 Interviewing Ron in the Retro Games Pavilion

Big Crowd Gathered for Sven's Interview with Ron in the Retro Games Pavilion

Sven and Craig in the Retro Games booth at Gamescom 2015

Sven and Craig in the Retro Games Booth at Gamescom 2015

It was very, very hot there!

Ron Signing Autographs at the Adventure-Treff Party

Thanks for showing us the love Germany!

Thanks for showing us the love Germany!

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: http://blog.thimbleweedpark.com/

 

Producers Guild of America

Posted on March 27, 2015

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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!

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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:

http://www.gamasutra.com/features/20060905/petro_01.shtml

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