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How did the once ultra-conservative publishing giant Electronic Arts find itself at the forefront of free-to-play online game with titles like Battlefield Heroes, Lord of Ultima, Fifa Online and Need For Speed World? What is it like to create revolutionary titles like that from within a big organization, rather than in a small-nimble startup? In this session EA General Manager Ben Cousins uses his experiences building titles like Battlefield Heroes to illustrate some of the common pitfalls and barriers large companies hit when then try to create a revolution from within and detailed how his team overcame them and ended up putting EA into the forefront of this new online world.
Delivered at Casual Connect Europe, February 2011
Ben Cousins In his ten year career in the games industry, Ben has focused on pioneering projects in digital distribution. He worked at Sony on the first handheld game with downloadable content and was one of the early architects for PlayStation Home. Since joining EA in 2007 he has worked on Battlefield Online for the Korean market, Battlefield 1943, which is the most successful download only console game of all time and on the pioneering Battlefield Heroes and EA’s first browser strategy game Lord of Ultima. [more about Ben (part 1)...] [more about Ben (part 2)...] [Email Ben]









