XFunc_About

My name is Tim Carter, and XFunc_ is my portfolio site.

I'm a freelance game designer, producer and consultant living in Toronto, Canada.

Currently I am CEO of Core Talent Games - a start-up that does project-base game producing (www.coretalentgames.com).

As a game designer I'm focused on the subject-matter side of game design, including developing realistic and "serious" games, such as ones for disaster response training. I also like to develop good story content, including dialogue and mission writing.

Recently I spent two years working in the Baltimore-Washington area as a game designer. I've worked for companies elsewhere, including New York and Seattle, on a remote basis.

In this site I describe various projects I've been involved in in a key role. I occasionally describe XFunc in plural terms - as a "we" or an "us" - when speaking of projects I've done with collaborators.

I work in three main areas: game design, writing (content, design and technical) and digital filmmaking. I have done most of my work on a contract basis, but occasionally I work as an employee.

I have had a long love affair with games - since I was a teenager in the early 1980s. But at the same time I am a content creator - I studied and worked in film and writing. I know the syntax of game design like the back of my hand.

Another thing I have done is outdoors work in the hands-on "real world" - reservist military service in Canada, some resource industry work, and so on - which has been invaluable when creating original design. Many people want to design in a bubble (such as a game development office), but I think you have to get out there. When I did key design of the hospital training game Code Orange, for example, I took the initiative to spend time in the big-city trauma unit of DC's Washington Hospital Center on weekend nights, seeing victims of car accidents, attempted murders and so on, and how the practitioners worked the "organized chaos" of emergency medicine.

In game design I emphasize the language of game design itself - not just making new technology. I emphasize design that understands the larger world - rather than merely reflecting unexamined desires of the creator. I emphasize critical thinking.

I prefer iterative development when prototyping new projects. It's more realistic than scheduled "waterfall" development at the early stage. Once such a prototype has been successfully built, then we can go to the scheduled, ramped-up, full production phase.

In serious game design (and even design of some realistically-flavoured entertainment games) I prefer to reflect the perspective of those who actually do it "in the trenches" over those who stay in the realm of theory or "book knowledge". I have done a lot of original research in game design (as opposed to using other games as a starting point for derivative design) and have had the good fortune to work with many hands-on experts.

If you are looking for a significant contribution in the field of games - either game design or commentary on them - or in some other media or interactive field - and if I'm not currently occupied with another project - then I can help you.

Please feel free to contact me.

Click here for my bio.

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