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Graeme Devine
Influential Game Designer and Executive in the Tech Industry
Graeme Devine is a prominent computer game designer and programmer, currently serving as the Creative Technical Officer at QXR Studios since October 2020. He has an extensive career spanning over 30 years in the gaming industry, known for co-founding the company Trilobyte, which created the bestselling games The 7th Guest and The 11th Hour, and for his work on Quake III Arena at id Software.13
Early Life and Career
Born in 1966 in Glasgow, Scotland, Devine began programming at the age of 14 on a TRS-80. His early work included publishing games for the ZX Spectrum and later joining Atari, Inc. at age 16.13 Over the years, he held various significant positions in renowned companies such as Apple, Microsoft, and Magic Leap, where he was known as the Wandering Wizard until April 2020.23
Contributions to Gaming
Devine's contributions to the gaming industry are notable:
- Trilobyte: Co-founded in 1990, where he developed iconic adventure games.
- id Software: Worked as a game designer/programmer from 1999 to 2003.
- International Game Developers Association (IGDA): Served as Chairman from 2002 to 2003, advocating for game developers.13
Current Role
At QXR Studios, Devine focuses on creating innovative narrative experiences within the gaming landscape. His work reflects a commitment to exploring diverse genres and technologies.25
Personal Life
Graeme Devine is married to Lori Johnson Devine and has one child. He is recognized not only for his professional achievements but also for his unique fashion sense, often described as having a "Scooby-Doo wardrobe".14
Highlights
My family.
It’s been a while since I posted a chess update.
If you remember my physical prototype for Haunted Chess (picture attached) you can see where I am now with the Vision Pro version.
The card art is by Ant Williams and Andy Lanning, two awesome people I love working with. There’s a bunch of murder weapons, suspects and rooms to play with. The board now shows where the room entrances are clearly so they can be unlocked for a clue.
The main difference between the current version and the prototypes is that the board size is now 16x16. For the WWDC demo version it was 20x20 and the physical prototype is of course 22x22. It might not seem like much of a difference going from 20x20 to 16x16 but that’s actually 256 squares to 400. The reduced square count makes the game easier to play and selection is much easier in 3D for movement. Movement is actually really natural and thanks to Apple’s new TabletopKit SDK seamless in multiplayer as well.
I’m hoping to make the accusations dramatic with some 7th Guest style cinematic sequences produced as motion comics in 3D. The art for the first comic, introducing the characters, is complete (by Ant Williams) but not yet playing as a motion comic.
Lots of work, but I’m really pleased with the progress!
