Warren Spector

Game Designer

Warren Spector was born in Miami, Florida, United States on October 2nd, 1955 and is the Game Designer. At the age of 68, Warren Spector biography, profession, age, height, weight, eye color, hair color, build, measurements, education, career, dating/affair, family, news updates, and networth are available.

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Date of Birth
October 2, 1955
Nationality
United States
Place of Birth
Miami, Florida, United States
Age
68 years old
Zodiac Sign
Libra
Profession
Computer Scientist, Novelist
Warren Spector Height, Weight, Eye Color and Hair Color

At 68 years old, Warren Spector physical status not available right now. We will update Warren Spector's height, weight, eye color, hair color, build, and measurements.

Height
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Weight
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Hair Color
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Eye Color
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Build
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Measurements
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Warren Spector Religion, Education, and Hobbies
Religion
Not Available
Hobbies
Not Available
Education
Northwestern University (B.S.), University of Texas at Austin (M.A.)
Warren Spector Spouse(s), Children, Affair, Parents, and Family
Spouse(s)
Caroline L. Spector ​(m. 1987)​
Children
Not Available
Dating / Affair
Not Available
Parents
Not Available
Warren Spector Career

In 1983, after a job at the Harry Ransom Center as an archivist in charge of the David O. Selznick collection ended after a few months, Spector recalls that he "was sitting around, wondering how I was going to pay the next month's rent, when I got a call from Chris Frink. He was a writer for a weekly entertainment magazine I used to edit in college. Anyway, he said that he was now editor of Space Gamer magazine and asked if I wanted a job. So, in the fall of 1983, I started as an editor." Within a short time, Spector became the editor-in-chief for all Steve Jackson Games products, the company that owned and published Space Gamer magazine. Spector began producing role-playing games for the company, stating, "I supervised game development, typesetting, and the art and graphic departments." Greg Costikyan developed Toon (1984), based on an idea by Jeff Dee; Costikyan only intended the game to be an article in Fantasy Gamer magazine, but Spector liked the idea and expanded it into a complete role-playing system, publishing it as the first full role-playing game from Steve Jackson Games.: 104  Spector wrote the early Paranoia game supplement Send in the Clones (1985) with Allen Varney.: 189  Spector also worked on the GURPS role-playing game. In March 1987 he was hired by TSR, initially working on games such as Top Secret/S.I. and the Marvel Super Heroes role-playing game. He also worked on The Bullwinkle and Rocky Party Roleplaying Game, and the second edition AD&D rules set, as well as board games, choose-your-own-adventure books, and novels. Spector spent some time in TSR's R&D department, helping launch, among other things, Spelljammer.

In 1989, Spector entered the video game industry and joined Origin, where he co-produced Ultima VI and Wing Commander and produced Ultima Underworld and Ultima Underworld II, Ultima VII Part Two: Serpent Isle, System Shock, Wings of Glory, Bad Blood, Martian Dreams, and others. He later became general manager of Looking Glass Austin. He worked briefly on Dark Camelot, which later became Thief: The Dark Project. However, Spector left Looking Glass soon afterward, just before Thief shipped, to pursue other interests. According to Spector, his decision to dissolve the Austin branch was prompted by the company's ongoing financial struggles and the realization that "continued existence of the Austin Studio was going to jeopardise the existence of Looking Glass overall".

In 1996, Spector was about to sign a contract with EA to do an unannounced project (which was revealed to be a "Command & Conquer Role-Playing Game") when he got a call from John Romero to join him at Ion Storm; Romero persuaded Spector by offering him the chance to make the game of his dreams with no creative interference and a big marketing budget. Spector later agreed. In 1997 he founded Ion Storm's Austin development studio, and his "dream project" later became the award-winning action/RPG called Deus Ex. As Ion Storm studio director, he oversaw development of Deus Ex: Invisible War (2003) and Thief: Deadly Shadows (2004). In 2004, Spector left Ion Storm to "pursue personal interests outside the company". Ion Storm was closed by owners Eidos Interactive in February 2005.

In 2005, it was announced that he had established a new studio Junction Point Studios. Somewhere between the end of 2005 and mid-2007, Junction Point Studios and Warren worked on an additional Episode for Half-Life 2 that was ultimately cancelled by Valve. A job advertisement for the studio called for artists for a game that has "classic Hollywood cartoons" featuring "cartoon mice, cats and wabbits". On July 13, 2007, it was announced that Disney Interactive had acquired Junction Point Studios. His first project with Disney Interactive was a project involving Disney characters, titled Epic Mickey. The game is steampunk-themed and designed exclusively for the Wii; the game was released in 2010.

In January 2013, it was announced that Warren Spector had left Disney Interactive following the closure of Junction Point Studios.

After leaving Disney Interactive, Spector worked with the University of Texas at Austin to build a new post-baccalaureate game development program – the Denius-Sams Gaming Academy. He worked with UT staff to create a curriculum and plan out courses and labs.

In February 2016, Spector announced he had joined OtherSide Entertainment, a studio formed by Paul Neurath in 2014 and includes several previous Looking Glass developers, as their Studio Director, after having been in an advisory role from its inception. He will be helping the studio with their current development of System Shock 3 and Underworld Ascendant, the spiritual successor to Ultima Underworld which both Spector and Neurath worked on in the early 1990s. Though Spector had completed only two-and-a-half years of a three-year commitment to the University of Texas, he jumped at the chance to work on System Shock when Neurath approached him with the offer. He also believed the opportunity would help garner good favor from players that had been disappointed by his choice to work on Epic Mickey, even though he states that game had still been based on his past design philosophy used in the development of System Shock and Deus Ex.

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