Experience
To be successful in the game industry a designer needs to have tremendous foresight. Much of the information on the War and in chronocling the history of SF is done in hindsight. The goal of the War is to prove that I have a solid vision of where the genre and the industry is heading. This may sound like a tough sell considering my lack of formal experience but I can demonstrate that I have tremendous foresight.
Tony Hawk's Pro Skater (THPS) and Tony Hawk's Underground (THUG) has grossed Activision more than $800 million. I contacted Neversoft Entertainment after the release of the first game and established a steady stream of conversation over the next few years. They accepted my volumes of ideas, critiques and feedback and incorporated many elements that I submitted into the series. Aside from levels and trick ideas I submitted a series of control suggestions to expand the combination system including the revert, spine transfer, wallplant and caveman (running with the board), years before they were added to the series. I even created new trick animations and had submitted those movies to Neversoft years before a trick editor had been incorporated into the series. The trick editor in THUG still cannot reproduce the tricks and animations I had created four years prior. My submissions to Neversoft are proof that I have the foresight not only to predict where a series is heading, but to know what steps are necessary in order to get there.
The War is not a new idea. I have been working on it since fall 1995, and have been revising the document on and off over several years. In 1996, in anticipation of SF III, I was published as a letter of the month in Electronic Gaming Monthly. Even then I knew there were many factors involved in the series and had Capcom missed one it would not have made the same impact as it had in 1992. It is this vision that has allowed me to be something more than just a fan of videogames, but a budding designer looking for his big break.
I find that very interesting than in order to expand their portfolio Capcom is now publishing THPS and THUG in Japan. This is another reason why I offer to them the same help that I offered Neversoft many years ago, the only exception being that I become hired as a game designer. Hopefully Capcom will take my offer seriously.