I’m a seasoned creative executive, a master copywriter, and an award-winning game designer. That makes me a go-to creative problem-solver who can generate and iterate great product and marketing ideas, see problems coming around the corner, and earn the respect of clients, collaborators, partners, and staff.
I lead creative organizations, departments, and projects. I was promoted to creative director at age 22, ran the product development department at one of the hobby game industry’s most respected publishers, and was recruited to serve as CEO of one of Kansas City’s most technically innovative design firms.
I write it all. Video scripts, web and interactive copy, game rules, video game voiceover and dialog, flavor text, world background, prose fiction, feature screenplays, and essays and articles about anything and everything.
I design anything you could call a game. Facebook and social games, board games, card games, roleplaying games, and games that defy convenient categories.
I believe in the power of creativity and communication.
I’m @jefftidball on Twitter and consider it the best of the social networks, all things considered. I post personally and informally and well as professionally.
I’m a co-founder of Gameplaywright, a website and book publisher interested in—nay, obsessed with—games and stories. My partner is Will Hindmarch.
I’m on Facebook because the power of its network externality is too great to ignore and its implications for gaming continue to loom large.
LinkedIn documents my career. Read my recommendations and you’ll learn that the people who’ve worked with me are glad they did.
I maintain a Tumblr blog as a web notebook, in lieu of a traditional blog. It’s better (in my opinion) to forego the full monty than to blog poorly.
Pinterest is interesting, but I’m still figuring out whether it makes any creative sense for me.
Summer without conventions is weird. ¶ Even so, I traveled a bunch in July, spending time socially distanced with distant friends, as well as at a pair of outdoor sports tournaments. ¶ Summer without conventions is weird.
The Dice Miner Kickstarter raised $176,987, coming close to top end of my trio of predictions (where I said $65K would be “adequate,” $100K would be “good,” and $200K would be “excellent”).
I’ve been working on producing and developing Dice Miner, a truly wonderful dice drafting game with a unique mountain centerpiece, at Atlas Games for more than two years. In May, Dice Miner launched on Kickstarter. ¶ Will and I launched the Gameplaywright Weekly Digest, a short email with two links to things that have caught our attention. Sign up or read a sample.
With my Atlas Games hours furloughed to 20 per week and the Dice Miner Kickstarter pushed back, I made strides on a number of projects that usually wind up back-burnered, including bringing Ruby Hunters onto Tabletop Simulator. ¶ Also? I turned 45.