Kuma Games' original vision was this: Let's create multiplayer games that are complex and beautiful (like big-budget console games you'd expect to pay $50 for) but free and downloadable or playable in-browser. We partnered with TV channels to provide games for their properties and extend our reach to their audiences. Franchises included Kuma War (real life games about battles going on in the then-current Gulf war), Dino Hunters (time-traveling dinosaur hunters), The Kill Point (see below), and multiple soccer, racing, and historical war games (often in partnership with the History Channel). For all of these, my team developed game scripts, trailer videos, and marketing and PR campaigns. Outside our partnerships, we did groundbreaking developmental work: In partnership with the American Film Institute, we debuted an innovative production strategy for how games could compose themselves on the fly from assets stored locally (say, on your X-box), so the game experience could be subtly different for every user (i.e. it could be a beer can or a Coke can on the counter, depending on the age of the viewer, and the car you race past could be a Mazda or a Lexus, depending on advertisers' buys). This unprecedented feat won a Mackie for Best Technical Achievement at the 2008 Machinima Awards.
Spotlight: The Kill Point Game Trailer (Spike TV)
We worked with TV partners to produce free, playable games for their viewers, like Dogfights for the History Channel and I, Predator for Animal Planet. This video is the trailer we made for The Kill Point, a Spike Channel miniseries about a bank heist turned hostage catastrophe. Shooting these videos meant grabbing all the interns and "staging" scenes in actual gameplay, recording it "live" and editing it as if it were real game film...a lot of work and harder than directing human actors...I think.