To help myself remember how I felt about various things that I finished
Monday, July 23, 2012
This is one of those movies everyone thinks they have seen -- but most people haven't sat and watched it, beginning to end. It has a weird subtext about the nature of authority, and the roles we fall into. The way the camera dwells on the moment when the school principal contemplates smashing the window is clearly meant to be the pivot point of the film. What's strangest about the whole thing, really, is that for a goopy teen sci-fi movie -- it's artfully done. It clearly really meant something to the man who created it. Who were you, Irvin Yeaworth? How does a Hollywood outsider like you make something like this happen, and make it succeed? And why are your other films so bad? There's something important here. I wonder if I'll ever know what it is.
Jesse Schell has taught Game Design and led research projects at Carnegie Mellon’s Entertainment Technology Center (www.etc.cmu.edu) since 2002. Jesse is also the CEO of Pittsburgh’s largest videogame studio, Schell Games (www.schellgames.com), the author of The Art of Game Design: a book of lenses (www.artofgamedesign.com), and the former chairman of the International Game Developers Association (www.igda.org). In 2004, he was named one of the world’s Top 100 Young Innovators by Technology Review, MIT’s magazine of innovation.
Before coming to Carnegie Mellon, he was the Creative Director of the Disney Virtual Reality Studio, where he spent seven years as designer, programmer and manager on several projects for Disney theme parks and Disney Online. Before that, he was a software engineer at IBM and Bell Communications Research, and a writer, director, performer, juggler, comedian, and circus artist for both Freihofer's Mime Circus and the Juggler's Guild. You can email him at jesse(at)schellgames.com.