Robin Hunicke
Robin Hunicke was born in Albany, New York, United States on March 15th, 1973 and is the American Video Game Designer And Producer. At the age of 51, Robin Hunicke biography, profession, age, height, weight, eye color, hair color, build, measurements, education, career, dating/affair, family, news updates, and networth are available.
At 51 years old, Robin Hunicke physical status not available right now. We will update Robin Hunicke's height, weight, eye color, hair color, build, and measurements.
Hunicke began her work with Electronic Arts at Maxis, where she became a designer for The Sims 2: Open for Business after meeting famed game designer and Sims director Will Wright. Following her work on The Sims 2, Hunicke went on to become the lead designer for MySims on the Nintendo Wii, and later, was a producer for Boom Blox and its sequel, Boom Blox: Bash Party.
Following her work at Electronic Arts, Hunicke joined thatgamecompany as producer. She joined the team in the early conceptual stages for the studio's third project Journey, a multiplayer cooperative adventure game released in early 2012.
After the release of Journey, Hunicke left thatgamecompany to join Tiny Speck to continue development of their social MMORPG Glitch.
Prior to the release of Glitch, Hunicke left Tiny Speck to co-found Funomena together with Martin Middleton. They announced their first project in October 2012: "to build a game that takes data from a pedometer and does something fun with it." Their first video game is Luna, a VR-focused art game which is described as "a tactile puzzle game set in a vibrant and sculptural story-book world". They then developed Wattam, a spiritual successor of Bandai Namco's Katamari series directed by its creator, Keita Takahashi. It was released on PlayStation 4 and PC (via Epic Games Store) on December 17, 2019.
In March 2022, allegations were made by anonymous former employees in a YouTube video released by People Make Games that Hunicke had emotionally abused Funomena staff, bringing up sensitive information about their personal lives during workplace discussions regarding performance. Hunicke later acknowledged in a series of tweets stating that she was sorry for her actions and was taking a break but did not respond to any specific contents of the report. Two weeks following the release of the report it was reported that Funomena was shutting down. In May 2022 a report by Fanbyte uncovered additional details including employees stating that they were unsure if the studio is closing down or secured outside funding and that the studio attempted to gain funds by attempting to becoming a work-for-hire company for companies that made content in Roblox. The report also that two days after Hunicke posted her Twitter apology, Hunicke alongside Funomena co-founder Martin Middleton said to staff that there would be layoffs at the studio and that Funomena would likely close due to People Make Games' video and its impact on the studio's ability to secure outside funding.
Hunicke contributes to various video game industry conferences and events throughout the year. She is an organizer of the annual Game Design Workshop at the Game Developer's Conference, where she helps organize the event and teaches with designers Doug Church, Marc LeBlanc, Frank Lantz, Stone Librande, Clint Hocking and others. Hunicke is also an organizer of the Experimental Gameplay Sessions at GDC with Jonathan Blow, Doug Church, and Chris Hecker. Many successful games have made their first public appearance at the session, including Jonathan Blow's Braid and Valve's Portal. Hunicke is also an organizer of IndieCade, an annual festival dedicated to independent game development.
Hunicke is a founding member of the IGDA Education SIG, has participated in the Indie Game Jam, helps with the Global Game Jam, teaches at UCSC, is a judge for the Independent Games Festival and a co-head of the Experimental Gameplay Workshop.
In her studies, Hunicke researches dynamic difficulty adjustment. She is also interested in how "the notions of fate, meaning, and consequence can be communicated via video games".
From 2001 to 2004, Hunicke, Marc LeBlanc, and Robert Zubeck created the Mechanics-Dynamics-Aesthetics framework to focus and improve game analysis. The framework categorizes the many aspects of a game as Mechanics, Dynamics, or Aesthetics, and outlines the inverse perspectives of designer and player. From the perspective of the designer, the Mechanics generate Dynamics which generate Aesthetics. From the perspective of the player, the player experiences the game through the Aesthetics, which are provided by Dynamics that emerge from the game Mechanics.