Jordan Mechner (1964-)
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Jordan Mechner (1964-) is a person.
- See: IGN, Karateka (Video Game), Prince of Persia (1989 Video Game), The Last Express, Prince of Persia: The Sands of Time, Prince of Persia: The Sands of Time (Film), Video Game Designer, Graphic Novelist, Screenwriter.
References
2024
- (Wikipedia, 2024) ⇒ https://en.wikipedia.org/wiki/Jordan_Mechner Retrieved:2024-9-14.
- Jordan Mechner (born June 4, 1964) is an American video game designer, graphic novelist, author, screenwriter, filmmaker, and former video game programmer. A major figure in the development of cinematic video games and a pioneer in video game animation, he began his career designing and programming the 1984 martial arts game Karateka for the Apple II while a student at Yale University. The game was a bestseller. He followed it with the platform game Prince of Persia five years later; it was widely ported and became a hit. Both games used rotoscoping, where actors shot on film by Mechner were drawn over to create in-game animation. Prince of Persia has become the basis for a long-running franchise, including a 2010 live-action film released by Walt Disney Pictures and an ongoing series of video games, published by Ubisoft. Mechner is the recipient of many accolades, including the 2017 GDC Pioneer Award. His works are often included in all-time lists of the game industry's best and most influential titles. In 1993, Mechner founded Smoking Car Productions to design and direct the adventure game The Last Express. While commercially unprofitable at the time of its release, the game has garnered a cult following and is recognized as an innovative work in interactive narrative.[1] As an author, Mechner has written graphic novels in collaboration with different illustrators, including the New York Times bestseller Templar (2013), Monte Cristo (2022), and Liberty (2023). In 2023, Mechner made his debut as a graphic novel writer–artist, with the autobiographical Replay: Memoir of an Uprooted Family. Replay was awarded the 2023 Chateau de Cheverny prize for historical graphic novels. In 2009, he was chosen by IGN as one of the top 100 game creators of all time.
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2011
- (Mechner, 2011) ⇒ Jordan Mechner. (2011). “The Making of Prince of Persia: Journals 1985-1993.” Stripe Press.
- NOTES:
- The Creative Process: The book provides an in-depth look into the creative process behind Prince of Persia. Mechner emphasizes the iterative nature of game design, showcasing how ideas evolve from rough concepts into fully realized game mechanics and visuals over time. His journaling captures the challenges of refining gameplay and narrative elements while balancing innovation with playability.
- Technical Challenges: Developing Prince of Persia on the Apple II presented significant hurdles. Mechner discusses how the hardware limitations, particularly memory constraints, impacted the game's design. He describes the painstaking work of optimizing code and overcoming these challenges to bring his vision to life within the constraints of 1980s technology.
- Innovation in Animation: A groundbreaking aspect of Prince of Persia was the use of rotoscoping. Mechner filmed live-action sequences to capture realistic movement, which he then traced to create the game's fluid animations. This technique was revolutionary in video game development, leading to a more immersive and lifelike player experience.
- Persistence in Development: Throughout the book, Mechner reflects on the importance of persistence. He documents his internal struggles, including moments of doubt about the project's future, but his journals show how persistence through technical and creative setbacks ultimately led to success.
- Balancing Creativity and Business: The book illuminates the delicate balance between maintaining creative integrity and ensuring commercial success. Mechner was acutely aware of market trends and the financial pressures of game development, which influenced some of his design decisions to make the game more commercially viable.
- Support from Family and Friends: Mechner’s journals reveal his family and friends' critical role during the development process. Their emotional and practical support helped him through the most challenging phases, providing much-needed motivation to complete the project.
- Insights into the Gaming Industry: The book offers a glimpse into the rapidly evolving gaming industry of the 1980s. Mechner speculates about the industry's future, expressing both excitement and uncertainty about the longevity of video games as a mainstream entertainment medium.
- Entrepreneurial Mindset: In addition to being a game designer, Mechner also had an entrepreneurial spirit. His journals document his focus on securing financial success, negotiating royalties, and ensuring the game’s profitability at every stage of game development.
- Storytelling in Games: Prince of Persia was ahead of its time in blending gameplay with storytelling. Mechner aimed to create a narrative-driven game that would engage players emotionally, setting a new standard for storytelling in the video game medium.
- Setbacks and Triumphs: The book offers an honest account of the setbacks, including technical failures and design challenges, that Mechner faced during game development. These are balanced with moments of triumph, where breakthroughs in gameplay design or animation led to significant progress.
- Legacy of Prince of Persia: In the later portions of the journals, Mechner reflects on the unexpected success of Prince of Persia and its cultural impact. From becoming a best-selling game to spawning sequels and a Hollywood movie, the game’s legacy continues to influence modern gaming and pop culture.
- NOTES: