John Smedley (developer)
Encyclopedia
John Smedley was a computer game programmer
Game programmer
A game programmer is a software engineer, programmer, or computer scientist who primarily develops codebase for video games or related software, such as game development tools. Game programming has many specialized disciplines all of which fall under the umbrella term of "game programmer"...

, Product Development Director and is now President
President
A president is a leader of an organization, company, trade union, university, or country.Etymologically, a president is one who presides, who sits in leadership...

 of Sony Online Entertainment
Sony Online Entertainment
Sony Online Entertainment is a game development and game publishing division of Sony that is best known for creating massively multiplayer online games, including EverQuest, EverQuest II, The Matrix Online, PlanetSide, Star Wars Galaxies, Free Realms, and Vanguard: Saga of Heroes, DC Universe...

 since 2002.

Smedley was involved with the creation and development of the original EverQuest
EverQuest
EverQuest, often shortened to EQ, is a 3D fantasy-themed massively multiplayer online role-playing game that was released on the 16th of March, 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost...

and was co-founder of Verant Interactive, Inc., which became Sony Online Entertainment, Inc.
Sony Online Entertainment
Sony Online Entertainment is a game development and game publishing division of Sony that is best known for creating massively multiplayer online games, including EverQuest, EverQuest II, The Matrix Online, PlanetSide, Star Wars Galaxies, Free Realms, and Vanguard: Saga of Heroes, DC Universe...

 (SOE) after it was purchased by Sony Pictures Entertainment
Sony Pictures Entertainment
Sony Pictures Entertainment, Inc. is the television and film production/distribution unit of Japanese multinational technology and media conglomerate Sony...

 in 2000.

In 2007, he announced a change in direction for Sony Online Entertainment, including a broadening of business models beyond the subscription model and pursuing female consumers to balance their audience, which was 85% male at the time.

External links

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