Myque Ouellette

Clinical Professor
Office Location |
246 |
Phone |
214-768-5153 |
Biography
Myque Ouellette has been designing and creating games for 30 years. Throughout his career, he has had the opportunity to learn his craft from many talented people, including industry legends Richard Garriott and Shigero Miyamoto. Myque has learned not only from the many games that he shipped, but also from some games that never saw the light of day. Highlights include Ultima Online 2 at Origin, Ravenblade at Retro Studios, and a proposed King’s Quest sequel. He continues to be active in game development, including forming his own studio, MyQuest Games, focused on creating mobile games for iOS and Android.
A 水多多导航 Rotunda Outstanding Professor Award winner, Myque has served at 水多多导航 Guildhall since 2005, teaching a variety of topics including game design, level design, team game production, programming, and 2D/3D art. Myque is a lifetime learner, studying a wide variety of topics that he applies to create new and interesting player experiences. His research has focused on human assisted machine learning, combining computer science, art, and design to help discover new cancer treatment options. Myque strives to bring his passion for learning to his classroom, helping other devoted learners realize their dream of a career in game development.
Myque also serves as a Faculty member at the AT&T Virtualization Center.
Specializations
Level DesignProfessional Experience
- Designer/Programmer/QA/Customer Service – Origin Systems
- Designer – Retro Studios
- Lead Designer (consultant) – Super Happy Fun Fun
- Senior Designer/Assistant Lead Designer – Paradigm Entertainment
- President/Designer/Programmer/Artist – MyQuest Games
Education
- BA Music Theory/History – Louisiana State University
- MS Computer Science – 水多多导航
Shipped Games and Contributions
- Wing Commander IV (PC; Origin, 1996)
- Jane’s AH-64D Longbow (PC; Origin, 1996)
- Jane’s Longbow 2 (PC; Origin, 1997)
- Ultima Collection (PC; Origin, 1997)
- Jane’s F-15 (PC; Electronic Arts, 1998)
- Fighter Pilot (PC; Origin, 1998)
- Ultima IX: Ascension (PC; Origin, 1999)
- Mission Impossible: Operation Surma (PlayStation 2, XBox, GameCube; Paradigm Entertainment, 2003)
- Terminator 3: Redemption (PlayStation 2, XBox, GameCube; Paradigm Entertainment, 2004)
- America’s Army (Guildhall Map Pack) (PC; America’s Army, 2006)
- Color2 (iOS, Android; MyQuest Games, 2011)
Question and Answer
- Do you have a favorite "life lesson” quote or best piece of advice? How has this been relevant in your life?
One of my favorite life lessons came from Shigero Miyamoto while I was working at Retro Studios. We had just finished presenting a detailed narrative and theme for a proposed new franchise (Ravenblade, an unreleased Gamecube title) when he asked, 'What does the A button do?' While this seems like it may be a non-sequitur, it really got me thinking about the core game design and has helped me be a better designer/developer/teacher ever since. There’s a reason Nintendo consistently makes great games, and they don’t start with a detailed theme or narrative, they start with an engaging core gameplay experience. If the core experience is great, and you interweave it with a good story and theme, odds are you’ll have a great game. I’ve found this extends to life in much the same way—if you make sure you prioritize the core elements in your daily life (family, health, relationships), it can give you a solid foundation for the all of the challenges on your journey through life. Extending this into work and other responsibilities, if you can identify and prioritize the core elements you need to find long-term success, it can help you deal with what can otherwise seem like insurmountable challenges.
- Can you share the backstory behind what brought you to a career path in game development?
When I started in the game industry (1995), there weren’t any schools that taught you how to get into games or be a game developer. As has been the story for many early game developers, I loved games and loved technology and computers, but at the time, game development wasn’t really seen as “real” job. So in 1994-1995, I tried to take my love of technology and start my own Sales/IT business. As I struggled to get through the first year of new business, I reached a point where I realized I needed to try something different. I was living in Austin, Texas, at the time and saw a position advertisement for a Quality Assurance/Customer Service Representative at Origin Systems. Many of my favorite game franchises (Ultima, Wing Commander) were made by Origin, so I was thrilled to explore the chance to be a part of the company that made them. I donned my three-piece suit and went down to interview for the position. I remember being very nervous, especially because I was overdressed; the people interviewing me were in the classic sweats and t-shirts worn throughout the game industry. Yet, I managed to land the job, and the rest is history. Turns out, game development is not only a viable career, but a rewarding one as well.