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-->--'''[[https://ca.ign.com/articles/2001/11/12/deus-ex-2 IGN]]''' subscribing to UsefulNotes/TheAuteurTheory[[note]]Spector did not actually create ''Thief'' (the original idea, in fact, came from [[Creator/IrrationalGames Ken Levine]]), and while he did serve as the first game's producer, he left Looking Glass before it released and had an even more managerial role in the third game's development at Ion Storm.[[/note]]

to:

-->--'''[[https://ca.ign.com/articles/2001/11/12/deus-ex-2 IGN]]''' subscribing to UsefulNotes/TheAuteurTheory[[note]]Spector MediaNotes/TheAuteurTheory[[note]]Spector did not actually create ''Thief'' (the original idea, in fact, came from [[Creator/IrrationalGames Ken Levine]]), and while he did serve as the first game's producer, he left Looking Glass before it released and had an even more managerial role in the third game's development at Ion Storm.[[/note]]



After departing from Ion Storm, Spector founded Junction Point Studios in 2005, which had reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector directed the development of ''VideoGame/EpicMickey'' for the UsefulNotes/{{Wii}} and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'', as well as wrote the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the planned trilogy]] when Disney shut them down in 2013. After this, Spector took a break from the gaming industry to teach game design at the University of Texas at Austin.

to:

After departing from Ion Storm, Spector founded Junction Point Studios in 2005, which had reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector directed the development of ''VideoGame/EpicMickey'' for the UsefulNotes/{{Wii}} Platform/{{Wii}} and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'', as well as wrote the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the planned trilogy]] when Disney shut them down in 2013. After this, Spector took a break from the gaming industry to teach game design at the University of Texas at Austin.
Is there an issue? Send a MessageReason:
None


By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his most influential work, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and final game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, Romero's Ion Storm Dallas, ''and'' Origin by five, four, and one year, respectively.[[/note]]

to:

By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his most influential work, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', ''VideoGame/ThiefIITheMetalAge'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and final game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, Romero's Ion Storm Dallas, ''and'' Origin by five, four, and one year, respectively.[[/note]]
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None


Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] viewed these as his chance to WinBackTheCrowd that was disappointed by his ''Epic Mickey'' games (even though he himself views them as a natural evolution of his lifelong systemic game design philosophy). After ''[=SS3=]'' was sold to Creator/TencentGames in 2020, Spector moved on to work on an unannounced original ImmersiveSim IP for [=OtherSide=].

to:

Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] viewed these as his chance to WinBackTheCrowd that was disappointed by his ''Epic Mickey'' games (even though he himself views them as a natural evolution of his lifelong systemic game design philosophy). After philosophy), but after ''[=SS3=]'' was sold to Creator/TencentGames in 2020, Spector he moved on to work on an unannounced original ImmersiveSim IP for [=OtherSide=].
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None


Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] viewed these as his chance to WinBackTheCrowd that was disappointed by his ''Epic Mickey'' games (even though he himself views them as a natural evolution of his lifelong systemic game design philosophy). After ''SS3'' was sold to Creator/TencentGames in 2020, Spector moved on to work on an unannounced original ImmersiveSim IP for [=OtherSide=].

to:

Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] viewed these as his chance to WinBackTheCrowd that was disappointed by his ''Epic Mickey'' games (even though he himself views them as a natural evolution of his lifelong systemic game design philosophy). After ''SS3'' ''[=SS3=]'' was sold to Creator/TencentGames in 2020, Spector moved on to work on an unannounced original ImmersiveSim IP for [=OtherSide=].
Is there an issue? Send a MessageReason:
None


Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] views these as his chance to WinBackTheCrowd that was disappointed by his ''Epic Mickey'' games (even though he himself views them as a natural evolution of his lifelong systemic game design philosophy).

to:

Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] views viewed these as his chance to WinBackTheCrowd that was disappointed by his ''Epic Mickey'' games (even though he himself views them as a natural evolution of his lifelong systemic game design philosophy).philosophy). After ''SS3'' was sold to Creator/TencentGames in 2020, Spector moved on to work on an unannounced original ImmersiveSim IP for [=OtherSide=].
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* ''System Shock 3''[[note]]Spector worked on the sequel from 2016 to 2020, when it was sold to Creator/TencentGames, effectively ending his participation.[[/note]]

to:

* ''System Shock 3''[[note]]Spector worked on the sequel from 2016 to 2020, when it was sold to Creator/TencentGames, effectively ending his participation.involvement.[[/note]]
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* ''System Shock 3''[[note]]Spector worked on the sequel from 2015 to 2020, when it was sold to Creator/TencentGames, effectively ending his contributions to the project.[[/note]]

to:

* ''System Shock 3''[[note]]Spector worked on the sequel from 2015 2016 to 2020, when it was sold to Creator/TencentGames, effectively ending his contributions to the project.participation.[[/note]]
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* ''System Shock 3'' (TBR)

to:

* ''System Shock 3'' (TBR)3''[[note]]Spector worked on the sequel from 2015 to 2020, when it was sold to Creator/TencentGames, effectively ending his contributions to the project.[[/note]]
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-->--'''[[https://ca.ign.com/articles/2001/11/12/deus-ex-2 IGN]]''' subscribing to Quotes/TheAuteurTheory[[note]]Spector did not actually create ''Thief'' (the original idea, in fact, came from [[Creator/IrrationalGames Ken Levine]]), and while he did serve as the first game's producer, he left Looking Glass before it released and had an even more managerial role in the third game's development at Ion Storm.[[/note]]

to:

-->--'''[[https://ca.ign.com/articles/2001/11/12/deus-ex-2 IGN]]''' subscribing to Quotes/TheAuteurTheory[[note]]Spector UsefulNotes/TheAuteurTheory[[note]]Spector did not actually create ''Thief'' (the original idea, in fact, came from [[Creator/IrrationalGames Ken Levine]]), and while he did serve as the first game's producer, he left Looking Glass before it released and had an even more managerial role in the third game's development at Ion Storm.[[/note]]
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None


By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his greatest work, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and final game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, Romero's Ion Storm Dallas, ''and'' Origin by five, four, and one year, respectively.[[/note]]

to:

By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his greatest most influential work, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and final game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, Romero's Ion Storm Dallas, ''and'' Origin by five, four, and one year, respectively.[[/note]]
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Magnum Opus is for in-universe examples only.


By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his MagnumOpus, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and final game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, Romero's Ion Storm Dallas, ''and'' Origin by five, four, and one year, respectively.[[/note]]

to:

By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his MagnumOpus, greatest work, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and final game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, Romero's Ion Storm Dallas, ''and'' Origin by five, four, and one year, respectively.[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/warren_spector.jpg]]
[[caption-width-right:300:Spector in 2010 [[labelnote:*]]Image courtesy of [[https://commons.wikimedia.org/wiki/File:11.30.10SpectorDavidByLuigiNovi2.jpg Luigi Novi]].[[/labelnote]]]]
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-->''"There's a tendency among the press to attribute the creation of a game to a single person," says Warren Spector, creator of ''VideoGame/{{Thief}}'' and ''VideoGame/DeusEx''.''
--->--'''[[https://ca.ign.com/articles/2001/11/12/deus-ex-2 IGN]]''' subscribing to Quotes/TheAuteurTheory[[note]]Spector did not actually create ''Thief'' (the original idea, in fact, came from [[Creator/IrrationalGames Ken Levine]]), and while he did serve as the first game's producer, he left Looking Glass before it released and had an even more managerial role in the third game's development at Ion Storm.[[/note]]

to:

-->''"There's ->''"There's a tendency among the press to attribute the creation of a game to a single person," says Warren Spector, creator of ''VideoGame/{{Thief}}'' and ''VideoGame/DeusEx''.''
--->--'''[[https://ca.-->--'''[[https://ca.ign.com/articles/2001/11/12/deus-ex-2 IGN]]''' subscribing to Quotes/TheAuteurTheory[[note]]Spector did not actually create ''Thief'' (the original idea, in fact, came from [[Creator/IrrationalGames Ken Levine]]), and while he did serve as the first game's producer, he left Looking Glass before it released and had an even more managerial role in the third game's development at Ion Storm.[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

-->''"There's a tendency among the press to attribute the creation of a game to a single person," says Warren Spector, creator of ''VideoGame/{{Thief}}'' and ''VideoGame/DeusEx''.''
--->--'''[[https://ca.ign.com/articles/2001/11/12/deus-ex-2 IGN]]''' subscribing to Quotes/TheAuteurTheory[[note]]Spector did not actually create ''Thief'' (the original idea, in fact, came from [[Creator/IrrationalGames Ken Levine]]), and while he did serve as the first game's producer, he left Looking Glass before it released and had an even more managerial role in the third game's development at Ion Storm.[[/note]]
Is there an issue? Send a MessageReason:
None


By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his MagnumOpus, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]

After departing from Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector had lead the development of ''VideoGame/EpicMickey'' for the UsefulNotes/{{Wii}} and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'', as well as written the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took a break from the gaming industry to teach game design at the University of Texas at Austin.

to:

By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and Spector dissolved the Austin studio after realizing that it was no longer sustainable. At that point, Creator/JohnRomero, who had just signed a six-game contract with Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make the game of his dreams, Spector took up the offer and in 2000, released his MagnumOpus, ''VideoGame/DeusEx''. When LGS shut down the same year after releasing ''VideoGame/ThiefII'', many of its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last final game for Eidos, who shut it down in 2005 after Spector and other senior staff had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, Romero's Ion Storm Dallas, ''and'' Origin by five, four, and one year, respectively.[[/note]]

After departing from Ion Storm, Spector founded Junction Point Studios in 2005, which had reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector had lead directed the development of ''VideoGame/EpicMickey'' for the UsefulNotes/{{Wii}} and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'', as well as written wrote the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the planned trilogy]] when Disney shut them down in 2013. After this, Spector took a break from the gaming industry to teach game design at the University of Texas at Austin.
Is there an issue? Send a MessageReason:
None


Warren Evan Spector (b. October 2, 1955) is a legendary game designer and producer from [[UsefulNotes/OtherCitiesInTexas Austin, Texas]], best known for creating ''VideoGame/DeusEx'' and ''VideoGame/EpicMickey'' and often credited as the grandfather of the ImmersiveSim genre.

to:

Warren Evan Spector (b. October 2, 1955) is a legendary game designer and producer from [[UsefulNotes/OtherCitiesInTexas Austin, Texas]], best known for creating directing ''VideoGame/DeusEx'' and ''VideoGame/EpicMickey'' and often credited as the grandfather of the ImmersiveSim genre.
Is there an issue? Send a MessageReason:
None


Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] views these as his chance to WinBackTheCrowd that wasn't impressed by his work on the ''Epic Mickey'' games.

to:

Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] views these as his chance to WinBackTheCrowd that wasn't impressed was disappointed by his work on the ''Epic Mickey'' games.games (even though he himself views them as a natural evolution of his lifelong systemic game design philosophy).
Is there an issue? Send a MessageReason:
None


Warren Spector (b. October 2, 1955) is a legendary game designer and producer from [[UsefulNotes/OtherCitiesInTexas Austin, Texas]], best known for creating ''VideoGame/DeusEx'' and ''VideoGame/EpicMickey'' and often credited as the grandfather of the ImmersiveSim genre.

to:

Warren Evan Spector (b. October 2, 1955) is a legendary game designer and producer from [[UsefulNotes/OtherCitiesInTexas Austin, Texas]], best known for creating ''VideoGame/DeusEx'' and ''VideoGame/EpicMickey'' and often credited as the grandfather of the ImmersiveSim genre.
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* ''VideoGame/DeusExInvisibleWar'' (2004) -- studio director
* ''VideoGame/ThiefDeadlyShadows'' (2005) -- studio director

to:

* ''VideoGame/DeusExInvisibleWar'' (2004) (2003) -- studio director
* ''VideoGame/ThiefDeadlyShadows'' (2005) (2004) -- studio director
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Like many future video game designers, Spector began his career in tabletop, having been an [[JustForFun/OneOfUs avid player]] of Creator/AvalonHill's games and ''TabletopGame/DungeonsAndDragons'' throughout his college years. After getting his master's degree in 1980[[note]]with a thesis on the critical history of Creator/WarnerBros cartoons[[/note]], he started working as an editor in ''The Space Gamer'' magazine in 1983, before quickly becoming the [[DaChief editor-in-chief]] for ''all'' of Creator/SteveJacksonGames' publications. In that capacity, he has co-developed and published SJG's first fully-fledged TabletopRPG, Creator/GregCostikyan's ''TabletopGame/{{Toon}}'' (1984), as well as writing for the ''TabletopGame/{{Paranoia}}'' and ''TabletopGame/{{GURPS}}'' lines. In 1987, he was hired by Creator/{{TSR}} where he worked on the ''TabletopGame/MarvelSuperHeroes'' line and the second edition of ''AD&D'', among other things.

to:

Like many future video game designers, Spector began his career in tabletop, having been an [[JustForFun/OneOfUs avid player]] of Creator/AvalonHill's games and ''TabletopGame/DungeonsAndDragons'' throughout his college years. After getting his master's degree in 1980[[note]]with a thesis on the critical history of Creator/WarnerBros cartoons[[/note]], he started working as an editor in ''The Space Gamer'' magazine in 1983, before quickly becoming the [[DaChief editor-in-chief]] for ''all'' of Creator/SteveJacksonGames' publications. In that capacity, he has had co-developed and published SJG's first fully-fledged TabletopRPG, Creator/GregCostikyan's ''TabletopGame/{{Toon}}'' (1984), as well as writing for the ''TabletopGame/{{Paranoia}}'' and ''TabletopGame/{{GURPS}}'' lines. In 1987, he was hired by Creator/{{TSR}} where he worked on the ''TabletopGame/MarvelSuperHeroes'' line and the second edition of ''AD&D'', among other things.



After departing from Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector has lead the development of ''VideoGame/EpicMickey'' for the UsefulNotes/{{Wii}} and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'', as well as written the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took a break from the gaming industry to teach game design at the University of Texas at Austin.

to:

After departing from Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector has had lead the development of ''VideoGame/EpicMickey'' for the UsefulNotes/{{Wii}} and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'', as well as written the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took a break from the gaming industry to teach game design at the University of Texas at Austin.
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* ''VideoGame/ThiefTheDarkProject'' (1998) -- special thanks (Spector left LGS during production to found Ion Storm Austin)

to:

* ''VideoGame/ThiefTheDarkProject'' (1998) -- special thanks (Spector left LGS during production to found Ion Storm Austin)
its production)

Changed: 511

Removed: 55

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Like many future video game designers, Spector began his career in tabletop, having been an [[JustForFun/OneOfUs avid player]] of Creator/AvalonHill's games and ''TabletopGame/DungeonsAndDragons'' throughout his college years. After getting his master's degree in 1980[[note]]with a thesis on the critical history of Creator/WarnerBros cartoons[[/note]], he started working as an editor in ''The Space Gamer'' magazine in 1983, before quickly becoming the [[DaChief editor-in-chief]] for ''all'' of Creator/SteveJacksonGames' publications. In that capacity, he has produced and published SJG's first fully-fledged TabletopRPG, Creator/GregCostikyan's ''TabletopGame/{{Toon}}'', as well as writing for the ''TabletopGame/{{Paranoia}}'' and ''TabletopGame/{{GURPS}}'' lines. In 1987, he was hired by Creator/{{TSR}} where he worked on the ''TabletopGame/MarvelSuperHeroes'' line and the second edition of ''AD&D'', among other things.

Spector made his break into the nascent video game industry when he joined Creator/OriginSystems in 1989, where his creative team-ups (as producer) with Richard Garriott and Chris Roberts produced two of Origin's most seminal titles, ''VideoGame/UltimaVI'' and ''VideoGame/WingCommander'', respectively. While still at Origin, he was tasked with producing an ''Ultima'' SpinOff then in development at Blue Sky Productions by Paul Neurath, Doug Church, et al., which would become the UrExample of the ImmersiveSim -- ''VideoGame/UltimaUnderworld'' (1992). The same year, Blue Sky became Creator/LookingGlassStudios, with Spector taking charge of its Austin branch soon thereafter, although thanks to Origin and LGS' famously cozy relationship, he has worked a number of games by ''both'' studios between 1992 and 1997, most notably, ''VideoGame/UltimaVIIPartII'' and ''VideoGame/SystemShock''.

By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and realizing that the Austin studio was no longer sustainable, Spector dissolved it. At that point, he was approached by Creator/JohnRomero, who has just signed a six-game contract with Creator/EidosInteractive and offered him to lead what would become Creator/IonStorm Austin. Jumping at the chance to make a game of his dreams, Spector took the offer and released his MagnumOpus, ''VideoGame/DeusEx'', in 2000. When LGS shut down in the same year after releasing ''VideoGame/ThiefII'', Spector repatriate many of his former colleagues. These went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut it down after Spector and other senior staff left in 2005.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]

After leaving Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector has lead the development of ''VideoGame/EpicMickey'' and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'' for UsefulNotes/NintendoWii, as well as penning the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took break from the gaming industry to teach game design for the University of Texas at Austin.

Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] views these as his chance to WinBackTheCrowd who weren't impressed by his work on the ''Epic Mickey'' series.

to:

Like many future video game designers, Spector began his career in tabletop, having been an [[JustForFun/OneOfUs avid player]] of Creator/AvalonHill's games and ''TabletopGame/DungeonsAndDragons'' throughout his college years. After getting his master's degree in 1980[[note]]with a thesis on the critical history of Creator/WarnerBros cartoons[[/note]], he started working as an editor in ''The Space Gamer'' magazine in 1983, before quickly becoming the [[DaChief editor-in-chief]] for ''all'' of Creator/SteveJacksonGames' publications. In that capacity, he has produced co-developed and published SJG's first fully-fledged TabletopRPG, Creator/GregCostikyan's ''TabletopGame/{{Toon}}'', ''TabletopGame/{{Toon}}'' (1984), as well as writing for the ''TabletopGame/{{Paranoia}}'' and ''TabletopGame/{{GURPS}}'' lines. In 1987, he was hired by Creator/{{TSR}} where he worked on the ''TabletopGame/MarvelSuperHeroes'' line and the second edition of ''AD&D'', among other things.

Spector made his break into the nascent video game industry when he joined by joining Creator/OriginSystems in 1989, where his creative team-ups (as producer) with Richard Garriott and Chris Roberts produced two of Origin's most seminal titles, ''VideoGame/UltimaVI'' and ''VideoGame/WingCommander'', respectively. the original ''[[VideoGame/WingCommanderTheKilrathiSaga Wing Commander]]'', respectively (both released in 1990). While still at Origin, he was tasked with producing an ''Ultima'' SpinOff then in development at Blue Sky Productions by Paul Neurath, Doug Church, et al., al. at Blue Sky Productions, which would become the UrExample of the ImmersiveSim -- ''VideoGame/UltimaUnderworld'' (1992). The same year, Blue Sky became Creator/LookingGlassStudios, with Spector taking charge of its Austin branch soon thereafter, thereafter -- although thanks to Origin and LGS' LGS's famously cozy relationship, he has had worked on a number of games by ''both'' studios between 1992 and 1997, most notably, ''VideoGame/UltimaVIIPartII'' and ''VideoGame/SystemShock''.

By 1997, however, Looking Glass (then working on ''Dark Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and realizing that Spector dissolved the Austin studio after realizing that it was no longer sustainable, Spector dissolved it. sustainable. At that point, he was approached by Creator/JohnRomero, who has had just signed a six-game contract with Creator/EidosInteractive and offered Creator/EidosInteractive, approached him with an offer to lead what would become Creator/IonStorm Austin. Jumping at the chance to make a the game of his dreams, Spector took up the offer and in 2000, released his MagnumOpus, ''VideoGame/DeusEx'', in 2000. ''VideoGame/DeusEx''. When LGS shut down in the same year after releasing ''VideoGame/ThiefII'', Spector repatriate many of his former colleagues. These its staff joined Spector's studio and went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut it down in 2005 after Spector and other senior staff left in 2005.had left.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]

After leaving departing from Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector has lead the development of ''VideoGame/EpicMickey'' for the UsefulNotes/{{Wii}} and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'' for UsefulNotes/NintendoWii, 2|ThePowerOfTwo}}'', as well as penning written the 2011 ''Franchise/DuckTales'' comics reboot for [[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took a break from the gaming industry to teach game design for at the University of Texas at Austin.

Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] views these as his chance to WinBackTheCrowd who weren't that wasn't impressed by his work on the ''Epic Mickey'' series.games.



* ''System Shock: Enhanced Edition'' (2015) -- producer
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In 1997, while working on ''VideoGame/ThiefTheDarkProject'' (then known as ''Dark Camelot'') at LGS, Spector was approached by Creator/JohnRomero, who has just signed a six-game contract with Creator/EidosInteractive and offered him to lead what would become Creator/IonStorm Austin. Jumping at the chance to make a game of his dreams, Spector took the offer and released his MagnumOpus, ''VideoGame/DeusEx'', in 2000. The same year, LGS had released ''VideoGame/ThiefII'' and shut down, with Spector repatriating many of his former colleagues who later worked on ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut it down after Spector and other senior staff left in 2005.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]

to:

In By 1997, while however, Looking Glass (then working on ''VideoGame/ThiefTheDarkProject'' (then known as ''Dark Camelot'') at LGS, Camelot'' a.k.a. ''VideoGame/ThiefTheDarkProject'') began struggling financially, and realizing that the Austin studio was no longer sustainable, Spector dissolved it. At that point, he was approached by Creator/JohnRomero, who has just signed a six-game contract with Creator/EidosInteractive and offered him to lead what would become Creator/IonStorm Austin. Jumping at the chance to make a game of his dreams, Spector took the offer and released his MagnumOpus, ''VideoGame/DeusEx'', in 2000. The When LGS shut down in the same year, LGS had released ''VideoGame/ThiefII'' and shut down, with year after releasing ''VideoGame/ThiefII'', Spector repatriating repatriate many of his former colleagues who later worked colleagues. These went on to create ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut it down after Spector and other senior staff left in 2005.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]
Is there an issue? Send a MessageReason:
None


Warren Spector (b. October 2, 1955) is a legendary game designer and producer from [[UsefulNotes/OtherCitiesInTexas Austin, Texas]], best known for creating ''VideoGame/DeusEx'' and often credited as the grandfather of the ImmersiveSim genre.

to:

Warren Spector (b. October 2, 1955) is a legendary game designer and producer from [[UsefulNotes/OtherCitiesInTexas Austin, Texas]], best known for creating ''VideoGame/DeusEx'' and ''VideoGame/EpicMickey'' and often credited as the grandfather of the ImmersiveSim genre.
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* ''VideoGame/SystemShock: [[UpdatedRerelease Enhanced Edition]]'' (2015) -- producer

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* ''VideoGame/SystemShock: [[UpdatedRerelease ''System Shock: Enhanced Edition]]'' Edition'' (2015) -- producer



* ''VideoGame/System Shock 3'' (TBR)

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* ''VideoGame/System ''System Shock 3'' (TBR)
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* ''VideoGame/Ultima Underworld II'' (1993) -- producer

to:

* ''VideoGame/Ultima ''Ultima Underworld II'' (1993) -- producer



* ''VideoGame/SystemShock3'' (TBR)

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* ''VideoGame/SystemShock3'' ''VideoGame/System Shock 3'' (TBR)
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* ''VideoGame/UltimaUnderworld II'' (1993) -- producer

to:

* ''VideoGame/UltimaUnderworld ''VideoGame/Ultima Underworld II'' (1993) -- producer
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In 1997, while working on ''VideoGame/ThiefTheDarkProject'' (then known as ''Dark Camelot'') at LGS, Spector was approached by Creator/JohnRomero, who has just signed a six-game contract with Creator/EidosInteractive and offered him to lead what would become Creator/IonStorm Austin. Jumping at the chance to make a game of his dreams, Spector took the offer and released his MagnumOpus, ''VideoGame/DeusEx'', in 2000. The same year, LGS had released ''VideoGame/ThiefII'' and shut down, with Spector repatriating many of his former colleagues and putting them to work on ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', with which he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut down the studio after Spector and other senior staff left in 2005.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]

After leaving Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector has lead the development of ''VideoGame/EpicMickey'' and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'' for UsefulNotes/NintendoWii, as well as penning the 2011 ''Franchise/DuckTales'' comics reboot for Creator/KaboomComics. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took break from the gaming industry to teach game design for the University of Texas at Austin.

to:

In 1997, while working on ''VideoGame/ThiefTheDarkProject'' (then known as ''Dark Camelot'') at LGS, Spector was approached by Creator/JohnRomero, who has just signed a six-game contract with Creator/EidosInteractive and offered him to lead what would become Creator/IonStorm Austin. Jumping at the chance to make a game of his dreams, Spector took the offer and released his MagnumOpus, ''VideoGame/DeusEx'', in 2000. The same year, LGS had released ''VideoGame/ThiefII'' and shut down, with Spector repatriating many of his former colleagues and putting them to work who later worked on ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', with which while he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut it down the studio after Spector and other senior staff left in 2005.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]

After leaving Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector has lead the development of ''VideoGame/EpicMickey'' and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'' for UsefulNotes/NintendoWii, as well as penning the 2011 ''Franchise/DuckTales'' comics reboot for Creator/KaboomComics.[[Creator/KaboomComics Boom! Kids]]. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took break from the gaming industry to teach game design for the University of Texas at Austin.



* ''VideoGame/ThiefTheDarkProject'' (1998) -- special thanks (Spector left LGS during production to found Ion Storm)

to:

* ''VideoGame/ThiefTheDarkProject'' (1998) -- special thanks (Spector left LGS during production to found Ion Storm)
Storm Austin)
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Added DiffLines:

Warren Spector (b. October 2, 1955) is a legendary game designer and producer from [[UsefulNotes/OtherCitiesInTexas Austin, Texas]], best known for creating ''VideoGame/DeusEx'' and often credited as the grandfather of the ImmersiveSim genre.

Like many future video game designers, Spector began his career in tabletop, having been an [[JustForFun/OneOfUs avid player]] of Creator/AvalonHill's games and ''TabletopGame/DungeonsAndDragons'' throughout his college years. After getting his master's degree in 1980[[note]]with a thesis on the critical history of Creator/WarnerBros cartoons[[/note]], he started working as an editor in ''The Space Gamer'' magazine in 1983, before quickly becoming the [[DaChief editor-in-chief]] for ''all'' of Creator/SteveJacksonGames' publications. In that capacity, he has produced and published SJG's first fully-fledged TabletopRPG, Creator/GregCostikyan's ''TabletopGame/{{Toon}}'', as well as writing for the ''TabletopGame/{{Paranoia}}'' and ''TabletopGame/{{GURPS}}'' lines. In 1987, he was hired by Creator/{{TSR}} where he worked on the ''TabletopGame/MarvelSuperHeroes'' line and the second edition of ''AD&D'', among other things.

Spector made his break into the nascent video game industry when he joined Creator/OriginSystems in 1989, where his creative team-ups (as producer) with Richard Garriott and Chris Roberts produced two of Origin's most seminal titles, ''VideoGame/UltimaVI'' and ''VideoGame/WingCommander'', respectively. While still at Origin, he was tasked with producing an ''Ultima'' SpinOff then in development at Blue Sky Productions by Paul Neurath, Doug Church, et al., which would become the UrExample of the ImmersiveSim -- ''VideoGame/UltimaUnderworld'' (1992). The same year, Blue Sky became Creator/LookingGlassStudios, with Spector taking charge of its Austin branch soon thereafter, although thanks to Origin and LGS' famously cozy relationship, he has worked a number of games by ''both'' studios between 1992 and 1997, most notably, ''VideoGame/UltimaVIIPartII'' and ''VideoGame/SystemShock''.

In 1997, while working on ''VideoGame/ThiefTheDarkProject'' (then known as ''Dark Camelot'') at LGS, Spector was approached by Creator/JohnRomero, who has just signed a six-game contract with Creator/EidosInteractive and offered him to lead what would become Creator/IonStorm Austin. Jumping at the chance to make a game of his dreams, Spector took the offer and released his MagnumOpus, ''VideoGame/DeusEx'', in 2000. The same year, LGS had released ''VideoGame/ThiefII'' and shut down, with Spector repatriating many of his former colleagues and putting them to work on ''VideoGame/DeusExInvisibleWar'' and ''VideoGame/ThiefDeadlyShadows'', with which he took a more hands-off approach. ''Deadly Shadows'' was Ion Storm's sixth and last game for Eidos, who shut down the studio after Spector and other senior staff left in 2005.[[note]]Ion Storm Austin has actually outlived Looking Glass, the Dallas branch, ''and'' Origin by five, four, and one year, respectively.[[/note]]

After leaving Ion Storm, Spector founded Junction Point Studios in 2005, which reportedly worked on a canceled ''VideoGame/HalfLife2'' episode for Creator/ValveSoftware, before being purchased by Creator/DisneyInteractiveStudios in 2007. There, Spector has lead the development of ''VideoGame/EpicMickey'' and ''VideoGame/{{Epic Mickey 2|ThePowerOfTwo}}'' for UsefulNotes/NintendoWii, as well as penning the 2011 ''Franchise/DuckTales'' comics reboot for Creator/KaboomComics. However, poor sales of ''Epic Mickey 2'' prevented Junction Point from [[CutShort finishing the trilogy]] when Disney shut them down in 2013. After this, Spector took break from the gaming industry to teach game design for the University of Texas at Austin.

Paul Neurath managed to lure Spector back from his hiatus in 2016 with an offer to work on ''VideoGame/UnderworldAscendant'' (a SpiritualSuccessor to their own ''Ultima Unterworlds'') and ''VideoGame/SystemShock3'' at his newly-founded [=OtherSide=] Entertainment. Spector [[https://www.wired.com/2016/02/warren-spector-system-shock-3/ reportedly]] views these as his chance to WinBackTheCrowd who weren't impressed by his work on the ''Epic Mickey'' series.
----
!!Works

!!!At Creator/SteveJacksonGames:
* ''TabletopGame/{{Toon}}: The Cartoon Role-Playing Game'' (1984) -- co-authored with Creator/GregCostikyan

!!!At Creator/OriginSystems:
* ''VideoGame/UltimaVI'' (1990) -- writer, designer, producer
* ''VideoGame/WingCommander'' (1990) -- producer
* ''Bad Blood'' (1990) -- producer
* ''VideoGame/UltimaWorldsOfAdventure2MartianDreams'' (1991) -- producer
* ''VideoGame/UltimaVIIPartII: The Serpent Isle'' (1993) -- producer
* ''VideoGame/WingsOfGlory'' (1995) -- producer
* ''VideoGame/{{Crusader}}: No Remorse'' (1995) -- producer
* ''[=CyberMage=]: Darklight Awakening'' (1995) -- producer
* ''Transland'' (1996) -- designer

!!!At Blue Sky Productions[=/=]Creator/LookingGlassStudios:
* ''VideoGame/UltimaUnderworld'' (1992) -- producer
* ''VideoGame/UltimaUnderworld II'' (1993) -- producer
* ''VideoGame/SystemShock'' (1994) -- producer
* ''VideoGame/ThiefTheDarkProject'' (1998) -- special thanks (Spector left LGS during production to found Ion Storm)

!!!At Creator/IonStorm Austin:
* ''VideoGame/DeusEx'' (2000) -- project director, producer
* ''VideoGame/DeusExInvisibleWar'' (2004) -- studio director
* ''VideoGame/ThiefDeadlyShadows'' (2005) -- studio director

!!!At Junction Point Studios[=/=]Creator/DisneyInteractiveStudios:
* ''VideoGame/EpicMickey'' (2010) -- creative director, studio head
* ''VideoGame/EpicMickey2ThePowerOfTwo'' (2012) -- studio head

!!!At [=OtherSide=] Entertainment:
* ''VideoGame/SystemShock: [[UpdatedRerelease Enhanced Edition]]'' (2015) -- producer
* ''VideoGame/UnderworldAscendant'' (2018) -- creative consultant
* ''VideoGame/SystemShock3'' (TBR)
----

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