Mr. Mark L. Baldwin

Introducing:

Mr. Mark L. Baldwin

BALDWIN CONSULTING

685 Trailside Dr
Golden CO, 80401
US

Short Description:

Mark Baldwin is an experienced architect, designer, developer and manager in the computer and video game industry. He has 20 years experience in the industry with over 25 retail software products to his credit, including 'Game of the Year'. Mark has been Vice President of Development for Moto1 and Quantum Quality Productions, and President of White Wolf Productions.
 

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What can Mark Baldwin and Baldwin Consulting provide for you?

  • Skilled in the design and development of retail, commercial and entertainment software. Experienced in the full software development and project management lifecycles from initial concept through delivery.
  • Expertise in P&L analysis/control, multicultural team supervision, project management, new product introduction, market testing, business analysis and strategic sales/marketing.
  • Creative and proven game design and development.
  • Methodologies that improve rapid development, promote code reuse and reduced project risk.
  • Expertise in all aspects of the game development process.
  • Creative guidance and collaborative help in all aspects of game development.
  • Project management resources and analysis developed specifically for the unique industry of computer and video game development.
  • Code development in artifical intelligence and modeling/simulations.
  • Integration with working teams to complete crucial projects.
  • Experience and knowledge in delivering product on time and schedule.
  • Original designs and/or development of your designs.
  • Design documents, design assistance and design reviews.
  • Design and development analysis.
  • Educator and teacher active in development of undergraduate and graduate programs and curriculums for new technologies in computer entertainment, games and software engineering and developmen.
  • Expert witness in the video and computer game industry, design and development.

Creative Video Game and Computer Game Designer and Developer, Consultant, Manager, Producer, Educator, and Expert Witness with refined leadership skills, a comprehensive background in software product design and development, and 30+ years of expertise in the following broad-based competencies:

  • Game Industry & Production
  • Development Consulting
  • Technical Staff Supervision
  • Project Management
  • Simulations and Modeling
  • Artificial Intelligence
  • Interface Design
  • Education & Academia
  • Software Ergonomics

 

Highlights:

  • Manager, Producer, Programmer and/or Designer for over 25 commercial software products with over $100,000,000 in retail sales.  Have continuously had software on retail shelves since 1986.
  • Skilled in the design and development of retail, commercial and entertainment software.  Experienced in the full software development and project management lifecycles from initial concept through delivery.
  • Expertise in P&L analysis/control, multicultural team supervision, project management, new product introduction, market testing, business analysis and strategic sales/marketing.
  • Exceptional oral/written communication, interpersonal, analytical, organizational, strategic planning, technical, business development, motivational, problem solving and leadership skills. 
  • Educator and teacher active in development of undergraduate and graduate programs and curriculums for new technologies in computer entertainment and software engineering and development.
  • Expert Witness in the computer and video game industry, game design and game development.
 
Professional Experience

 

Baldwin Consulting – Golden, CO    1997 - Present

Founder / Senior Consultant

  • Provide consulting services to clients in multiple industries including healthcare, gambling, the US military and computer games on software product design and development, and project management.
  • Spearhead projects pertaining to project management, interface and product design, simulation design, entertainment design, code development and artificial intelligence.
  • Designed functionality and interfaces for HealtheTech’s BalanceLog personal healthcare software.  Authored and developed Windward Studio’s Galaxis and Zono’s Metal Fatigue.
  • Primary designer for the USAF Information Warfare Center Sensor Combat simulation, and GameTech’s Diamond and TED bingo systems.  Consultant on US Army’s JWARS military simulation.
  •  Integral member of research team for Integrated Knowledge Solutions’ GAMEDEV instructional development system for the US Navy.
  • Visiting Professor in Game Software Development for DeVry University.  Instructor in Game Design and Development at Westwood College and Southern New Hampshire University.
  • Evaluator, games programs, Accrediting Council for Independent Colleges and Schools (ACICS).
  • Provided expert witness services and patent expertise for several legal firms, including McCool Smith (Anascape Ltd. v. Microsoft Corp. and Nintendo of America, Inc.), Altitude Capital Partners, and Lanier Law Firm (Motiva v. Nintendo).

 

Moto1, Inc. – Irving, TX                                                                                                     2001 - 2002

Vice President of Product Development

  • Directed product development and managed a 45 person development division.  Responsibilities included product design, development, quality assurance, and online operations for commercial software, online multiplayer products and entertainment marketing tools.
  • Instituted an online multiplayer capability including development of a comprehensive multiplayer product.  Led the company transition from PC platform to dedicated hardware.
  • Successfully produced three popular products on time with limited resources while reducing staff turnover.

 

Gametech International – Northglenn, CO                                                                    1999 - 2001

Game Designer/Developer

  • Authored, designed and developed entertainment and gambling products for Bingo/Class III environment.
  • Instrumental in positioning Gametech as the leading technical company in the industry.

 

White Wolf Productions, Inc. – Lakewood, CO                                                             1990 - 1997

President / CEO

  • Chief project manager and designer for White Wolf software products, many award winning. 
  •  Orchestrated all daily company operations, business growth and development, and production efforts for a computer software development company providing products for several publishers. 
  •  Managed all company staffing, contracting, product design and development, strategic planning, product sales and marketing, and profitability.  Outside consultant to the military and computer entertainment industry.

 

Quantum Quality Productions, Inc. – Flemington, NJ                                                  1989 - 1990

Director of Product Development

  • Directed new product development initiatives for an innovative software publishing company with 20 employees.  Supervised five staff, and contracted and developed internal/external products. 

 

Beacon Technical Services – Littleton, CO                                                                     1981 - 1990

Owner / Manager

  • Provided engineering, simulation and entertainment design/development consulting services. 
  • Designed several commercial software products including the award winning Empire. 

 

Martin Marietta Aerospace – Englewood, CO                                                               1986 - 1987

Group Engineer, Titan Guidance Design

  • Developed, validated, maintained and managed flight guidance software and targeting parameters for Titan 34D, Titan II space launch, and Titan medium launch vehicles. 
  • Developed new guidance logic for the Titan II Space Launch Vehicle final orbit burn which both reduced coding requirements and increased orbit accuracies by 25%.

 

McDonnell Douglas Astronautics – Clear Lake, TX                                                    1979 - 1986

Task Manager, Shuttle Ascent Flight Design

  • Supervised eight staff in the design of space shuttle ascent flight components.  Developed, orchestrated and produced powered flight plans and design data, techniques and procedures for shuttle flights. 
  • Conceived and developed space shuttle direct insertion ascent techniques and procedures to allow increased orbital shuttle altitude to 100+ miles saving NASA $600 million in hardware development costs.

 

United States Air Force – Omaha, NE                                                                             1975 - 1979

Trajectory Applications Analyst / Manager (Captain)

  • Analyzed missile tactics, survivability, strike effectiveness, vulnerability and deployment concepts. 
 
Education

Purdue University – Lafayette, IN                                

  • M.S., Engineering Sciences, 1974                                                                        
  • B.S., Engineering, 1974

United States Air Force – Montgomery, AL                                                                                                                

  • Squadron Officers School, 1976

 

Publications
Commercial Software
  • Trainz Railroad Simulator 2006, Auran, 2005
  • BalanceLog, HealtheTech, 2003
  • SCCA Racing, Moto1, 2002
  • NHRA Drag Racing Main Event, Moto1, 2001
  • NHRA 50th Anniversary Drag Racing , Moto1, 2001
  • Ted IIC, Gametech, 2001
  • Diamond Pro and Elite, Gametech, 2000
  • Metal Fatigue, Psygnosis, 2000
  • Sensor Combat - The Balkan Cauldron, Air Force Information Warfare Center, 1997
  • Galaxis, Trimark, 1996
  • Baldwin, M.L. and Rakosky, R., Empire II, The Art of War; New World Computing, 1995
  • Baldwin, M.L. and Rakosky, R, Empire Deluxe Masters Edition, New World Computing, 1994
  • Perfect General II, American Laser Games, 1994
  • Baldwin, M.L., et al; Empire Deluxe Scenarios, New World Computing, 1993
  • Baldwin, M.L. and Rakosky, R, Empire Deluxe, New World Computing, 1993
  • Baldwin, M.L. Keeton, B. and Sorensen, T, Star Legions, Mindcraft, 1992
  • Baldwin, M.L., Greatest Battles of the 20th Century, Quantum Quality Productions, 1992
  • Baldwin, M.L., The Perfect General, Battles of  World War II, Quantum Quality Productions, 1991
  • Baldwin, M.L., Rakosky, R. and Zaccagnino, B. W, The Perfect General; Quantum Quality Productions, 1991
  • Damon, R, Baldwin, M.L. and Rakosky, R, D.R.A.G.O.N. Force, Interstel, 1989
  • Baldwin, M.L. and Sorensen, T., Star Fleet II, Interstel, 1988
  • Baldwin, M.L. and Bright, W., Empire, Wargame of the Century, Interstel, 1988
  • Baldwin, M.L. and Sorenson, T, Star Fleet I, Interstel, 1986
  • Baldwin, M.L. CPRESS Reservoir Information System, Exper-Tech, 1983
 
Magazines and Journals
  • Baldwin, M.L. “Career Paths in the Game Industry”, Journal of Advancing Technology, Summer 2006.  Reprinted in gamasutra.com
  • Baldwin, M.L. “Giving the Antagonist Strategic Smarts: Simple Concepts and Emergence Creates Complex Strategic Intelligence”, Journal of Advancing Technology, Spring 2005
  • Baldwin, M.L. “The Virtual Gilpin”,Railroad Model Craftsman, August  and September 2005
  • Baldwin, M.L. “Remembering the Stone Age”, Journal of Advancing Technology, Fall 2004
  • Baldwin, M.L. “Publishing Contracts, A Few Notes,” Journal of Computer Game Design, April 1989
  • Baldwin, M.L. “The Conversion Malaise,” Journal of Computer Game Design, August 1988
  • Baldwin, M.L. “The Emperor’s New Clones,” Computer Gaming World, December, 1988
  • Baldwin, M.L. “Where Are We Headed, A Program to Calculate Limits to Growth,” Creative Computing, May 1983
  • Baldwin, M.L.  “Starbase 13,” Softside, April 1982

 

Major Web Sites

 

Reviews
  • Saulter, J., Managing Game Development McGraw-Hill/Irwin, 2007
  • Saulter, J., Video Game Design Strategies McGraw-Hill/Irwin, 2007
  • Saulter, J., Introduction to Video Game Design and Development McGraw-Hill/Irwin, 2006
  • Rabin, S., Introduction to Game Development Charles River Media, 2005
  • Stout, B., Adding Intelligence to Computer Games Addison-Wesley Longman, Inc.  1997
 
Presentations
  • Baldwin, M.L. “Computer Games, History, and the Gilpin Tramway,” Presentation for Technology Forum 2009, University of Advancing Technology, July 2006
  • Baldwin, M.L. “Remembering the Stone Age,” Presentation for Technology Forum 2007, University of Advancing Technology, November 2004
  • Baldwin, M.L. “Top 10 Things Every Producer Should Know About Game Design,” Presentation and paper for Computer Game Developers Conference, San Jose CA, April 1999
  • Baldwin, M.L.  “Designing and Developing Computer Wargames”, Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1999
  • Baldwin, M.L. “Project AI”, Presentation and paper for Computer Game Developers Conference, Long Beach, CA, April 1998
  • Baldwin, M.L. “Whither (or Wither) Wargames”, Roundtable and papers for Computer Game Developers Conference, April 1997 and April 1998
  • Baldwin, M.L.  “Project AI (Strategic Artificial Intelligence Decision-Making),” Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1998
  • Baldwin, M.L., “Gaming in an Industrial Setting,” Presentation at the Shell PC Gaming Workshop, The Hague, The Netherlands, November, 1997
  • Baldwin, M.L. “Foundations and Empire”, Presentation and paper for Computer Game Developers Conference, San Jose CA, April 1997
  • Baldwin, M.L.  “Computer Wargame Design,” Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1997
  • Baldwin, M.L. “Wargames Don’t Sell or How Actually to Write a Successful Wargame,” Presentation and paper for Computer Game Developers Conference, April, 1996
  • Baldwin, M.L.  “Effective Interface for Computer Wargames”, Presentation and paper for USAF Air University Connections Conference, Montgomery AL, March 1996
  • Baldwin, M.L. “A Better Mousetrap or How I Learned to Stop Worrying About Empire”, Presentation and paper for Computer Game Developers Conference, San Jose CA, April 1995
  • Baldwin, M.L. and Rakosky, R., “Project Artificial Intelligence,”  Presentation and paper for Computer Game Developers Conference, San Jose CA April 1993
  • Baldwin, M.L. and Rakosky, R, “Designing for Play-By-Modem,” Paper for Computer Game Developers Conference, San Jose CA April 1993

 

 

Activities and Awards
  • Computer Gaming World – Cited among the top 20 game developers in the world; Recognized for three of “150 Best Games of All Time;” Awarded “Game of the Year” for Empire, ranked 8th of 150 “Best Games of All Time”, and “Wargame of the Year” for The Perfect General.”                
  • GameSpy.com – Awarded “Hall of Fame” and “Top 50 Games of All Time” for Empire Deluxe.
  • Group Achievement Award, Spacelab Flight Design Team, The National Aeronautics and Space Administration, 10 July, 1984
  • Lyndon B Johnson Space Center Group Achievement Award, National Aeronautics and Space Administration, 19 July, 1983
  • Certificate of Recognition for New Technology, National Aeronautics and Space Administration, 15 October, 1982
  • Certificate of Merit for Identifying and Disclosing New Technology, McDonnell Douglas Technical Services Inc., November 22, 1982
  • First Shuttle Flight Achievement Award by Crew of First Manned Orbital Flight of Space Shuttle, 3 September, 1981
  • Public Service Group Achievement Award, National Aeronautics and Space Administration, 11 September, 1981
  • Air Force Commendation Medal, United States Air Force, 14 July, 1979
 

Professional Affiliations
  • International Game Developers Network, Board Member and Co-Founder 1997-1998
  • International Game Developers Association
  • International Association for Game Education and Research
  • Colorado Game Developers Association, Co-Founder
  • Academy of Interactive Arts and Sciences
  • Science Fiction Writers of America
  • American Institute of Aeronautics and Astronautics
 
Derivative Works
  • Poulter, K Empire II, The Art of War, Prima Publishing, 1996
  • Dultz, M  Perfect General II The Official Strategy Guide, Prima Publishing, 1995
  • Emrich, A, Carroll, M  Empire Deluxe, The Official Strategy Guide, Prima Publishing, 1993

 

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