Age, Biography and Wiki

Warren Spector (Warren Evan Spector) was born on 2 October, 1955 in United States, is an American novelist and game designer. Discover Warren Spector's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is he in this year and how he spends money? Also learn how he earned most of networth at the age of 68 years old?

Popular As Warren Evan Spector
Occupation Role-playing and video game designer director writer producer production designer
Age 68 years old
Zodiac Sign Libra
Born 2 October 1955
Birthday 2 October
Birthplace United States
Nationality United States

We recommend you to check the complete list of Famous People born on 2 October. He is a member of famous game designer with the age 68 years old group.

Warren Spector Height, Weight & Measurements

At 68 years old, Warren Spector height not available right now. We will update Warren Spector's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
Body Measurements Not Available
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Who Is Warren Spector's Wife?

His wife is Caroline L. Spector (m. 1987)

Family
Parents Not Available
Wife Caroline L. Spector (m. 1987)
Sibling Not Available
Children Not Available

Warren Spector Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Warren Spector worth at the age of 68 years old? Warren Spector’s income source is mostly from being a successful game designer. He is from United States. We have estimated Warren Spector's net worth, money, salary, income, and assets.

Net Worth in 2024 $1 Million - $5 Million
Salary in 2024 Under Review
Net Worth in 2023 Pending
Salary in 2023 Under Review
House Not Available
Cars Not Available
Source of Income game designer

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Timeline

1955

Warren Evan Spector (born October 2, 1955 ) is an American role-playing and video game designer, director, writer, producer and production designer.

He is known for creating immersive sim games, which give players a wide variety of choices in how to progress.

Consequences of those choices are then shown in the simulated game world in subsequent levels or missions.

He is best known for the critically acclaimed video game Deus Ex that embodies the choice and consequence philosophy while combining elements of the first-person shooter, role-playing, and adventure game genres.

In addition to Deus Ex, Spector is known for his work while employed by Looking Glass Studios, where he was involved in the creation of several acclaimed titles including Ultima Underworld, Ultima Underworld II, System Shock, and Thief: The Dark Project.

He is employed by OtherSide Entertainment, where he was part of the development team for now-cancelled System Shock 3.

He is currently working on a new immersive sim based on an original intellectual property.

Spector grew up in Manhattan, which he described as a sometimes hostile environment where "short, pudgy, Jewish kids didn't fare well".

He showed an intense devotion to whatever topic became his focus at any given time, from dinosaurs and airplanes as a small boy, to an interest in law by the sixth grade.

At age 13, Spector had decided he wanted to be a film critic, and by high school, his interests expanded to include cars and basketball.

Spector and game designer Greg Costikyan were friends since high school.

Spector attended Northwestern University in Illinois, still intending to become a film critic, stating that he "knew more about movies than a lot of my teachers".

1980

Spector earned his BS in Communications at Northwestern, and went on to earn his MA in Radio-TV-Film at the University of Texas at Austin in 1980.

His thesis was a critical history of Warner Bros. cartoons.

All through college, Spector enjoyed gaming, and recalls that he "played Avalon Hill games mainly, and a lot of OGRE and G.E.V. games, and Rivets from Metagaming. It was all boardgames until I became friends with science-fiction writers who were into D&D games, so I gave the game a try. I was hooked."

Spector taught several undergraduate classes at the University of Texas at Austin, on the history, theory, and criticism of film.

1983

In 1983, after a job at the Harry Ransom Center as an archivist in charge of the David O. Selznick collection ended after a few months, Spector recalls that he "was sitting around, wondering how I was going to pay the next month's rent, when I got a call from Chris Frink. He was a writer for a weekly entertainment magazine I used to edit in college. Anyway, he said that he was now editor of Space (gamer) magazine and asked if I wanted a job. So, in the fall of 1983, I started as an editor."

Within a short time, Spector became the editor-in-chief for all Steve Jackson Games products, the company that owned and published Space (gamer) magazine.

Spector began producing role-playing games for the company, stating, "I supervised game development, typesetting, and the art and graphic departments."

1984

Greg Costikyan developed Toon (1984), based on an idea by Jeff Dee; Costikyan only intended the game to be an article in Fantasy Gamer magazine, but Spector liked the idea and expanded it into a complete role-playing system, publishing it as the first full role-playing game from Steve Jackson Games.

1985

Spector wrote the early Paranoia game supplement Send in the Clones (1985) with Allen Varney.

Spector also worked on the GURPS role-playing game.

1987

In March 1987 he was hired by TSR, initially working on games such as Top Secret/S.I. and the Marvel Super Heroes role-playing game.

He also worked on The Bullwinkle and Rocky Party Roleplaying Game, and the second edition AD&D rules set, as well as board games, choose-your-own-adventure books, and novels.

Spector spent some time in TSR's R&D department, helping launch, among other things, Spelljammer.

1989

In 1989, Spector entered the video game industry and joined Origin, where he co-produced Ultima VI and Wing Commander and produced Ultima Underworld and Ultima Underworld II, Ultima VII Part Two: Serpent Isle, System Shock, Wings of Glory, Bad Blood, Martian Dreams, and others.

He later became general manager of Looking Glass Austin.

He worked briefly on Dark Camelot, which later became Thief: The Dark Project.

However, Spector left Looking Glass soon afterward, just before Thief shipped, to pursue other interests.

According to Spector, his decision to dissolve the Austin branch was prompted by the company's ongoing financial struggles and the realization that "continued existence of the Austin Studio was going to jeopardise the existence of Looking Glass overall".

1996

In 1996, Spector was about to sign a contract with EA to do an unannounced project (which was revealed to be a "Command & Conquer Role-Playing Game") when he got a call from John Romero to join him at Ion Storm; Romero persuaded Spector by offering him the chance to make the game of his dreams with no creative interference and a big marketing budget.

Spector later agreed.

1997

In 1997 he founded Ion Storm's Austin development studio, and his "dream project" later became the award-winning action/RPG called Deus Ex.

2003

As Ion Storm studio director, he oversaw development of Deus Ex: Invisible War (2003) and Thief: Deadly Shadows (2004).

2004

In 2004, Spector left Ion Storm to "pursue personal interests outside the company".

2005

Ion Storm was closed by owners Eidos Interactive in February 2005.

In 2005, it was announced that he had established a new studio Junction Point Studios.

Somewhere between the end of 2005 and mid-2007, Junction Point Studios and Warren worked on an additional Episode for Half-Life 2 that was ultimately cancelled by Valve.

A job advertisement for the studio called for artists for a game that has "classic Hollywood cartoons" featuring "cartoon mice, cats and wabbits".

2007

On July 13, 2007, it was announced that Disney Interactive had acquired Junction Point Studios.