Partial List from over 100 titles - more to come
A more complete list is at http://www.mobygames.com/developer/sheet/view/developerId,1657/
Sinistar - Coin-op Arcade Game from Williams Electronics, 1983
Sinistar
My first published professional title, Sinistar was an arcade classic. I was co-designer (with John Newcomer) and was the project leader for this hit game from Williams Electronics. Sinistar has been featured in TV shows and music videos, and was one of the first video games to use voice, with the memorable "Beware, I Live" and "I am Sinistar!" inspiring many tributes and parodies, notably The Philosophical Revelations of Sinistar. Sinistar has been ported to many different platforms, and is used in game design instruction from New Zealand to the Netherlands. Sinistar marked the game industry debut of RJ Mical, a lifelong friend of Noah Falstein's, who is a game industry legend, co-creator of the Amiga computer, Lynx and 3DO systems.
Koronis Rift - Atari 800 and C64 Game from Lucasfilm Games, 1985
Koronis Rift
Koronis Rift was my first game at LucasFilm Games. The 3rd title to be released from this company (which later changed its name to LucasArts Entertainment), Koronis Rift took the fractal engine developed for Rescue on Fractalus and brought it to a new level. In my role as the designer/project leader, I debuted many concepts such as acquiring weapons and defenses from the battlefield that later became mainstays of FPS games. I also hired Ron Gilbert to do the C64 conversion of the game, continuing my good fortune in working with the best minds in game design when they were still relatively unknown.
Indiana Jones and the Last Crusade - Lucasfilm Games, 1989
IJ Last Crusade
I began as the sole project leader on this game in November, 1988. Soon afterwards it was (wisely) decided that we would maximize our sales if the game came out simultaneously with the film, but since that was only six months away and we'd never released a game that quickly, I asked for help. Our boss Steve assigned both Ron Gilbert and David Fox to work as co-project leaders, pooling the most experienced game development talent we had. We didn't quite make our deadline, but the game came out while the movie was still in the theaters in July, and sold better than any game we'd released to date, over 250,000 units. Ron, David and I worked together smoothly with a very talented team, and we were able to institute some new concepts like the "Indy Quotient", a kind of early Achievement record, and multiple solutions to game puzzles using different game mechanics, that I later developed further on my next Indiana Jones game.
The Secret of Monkey Island - LucasArts Entertainment 1990
Secret of Monkey Island
LucasArts had a very collaborative environment in its early days, and many of us worked on each other's games. Although not part of the core team for this game, I participated in many brainstorming and design meetings, and was proud to have suggested the mechanism for the fabled "Insult Swordfighting" gameplay.
Indiana Jones and the Fate of Atlantis - LucasArts Entertainment 1992
IJ Fate of Atlantis
This groundbreaking game set many records for LucasArts. The best selling graphic adventure to date in their history (over 1 million units sold in the early 90's), it also marked the first time the company created an original Indiana Jones story. Winner of many "Best of the Year" awards, it is still fondly remembered all over the world, as it was translated into over a dozen languages. I co-designed the game with the project leader Hal Barwood, who had just begun his game career after a very successful film industry run. One of my innovations was to include 3 branching paths emphasizing the elements of Indy's persona that fit gameplay - action, puzzle solving, and cooperation. The game was recently included in the Wii version of Indiana Jones and the Staff of Kings as an unlockable bonus.
Chaos Island - Dreamworks Interactive, 1997
Chaos Island
Chaos Island was based on The Lost World: Jurassic Park 2. It was a real-time strategy (RTS) game aimed at 8-12 year olds. This was a challenging concept, but as lead designer I was able to boil down the mechanics of an RTS game to something that proved to be quite popular in that age range. Not a well-known game, it remains an undiscovered gem due to some shaky decisions made at Dreamworks where an advance order of 200,000 units for European distribution was rejected due to internal politics. Uniquely among all the games I've ever worked on, the production was proceeding so smoothly just a few months before launch that the team voluntarily decided to add a special final level and go into crunch mode out of pure enthusiasm.
Pusher - JoWooD Entertainment, 2002
Pusher
My contribution to this game was perhaps the most "concentrated" in my career - I spent perhaps 2 hours working with the development team in Vienna, but suggested a structural change introducing special combination sequences that significantly transformed the gameplay and was well received by both players and reviewers. A casual game that was released just a few years before this style of game became popular, I believe Pusher would make a fantastic iPhone/iPad game that would make good use of the touchscreen.
Chase - Xbox from I-Imagine Interactive, 2002
Chase
I-Imagine Interactive was the first Xbox Incubator company, and the first company on the African continent to develop for modern consoles. The Inspiracy's role was to provide initial design and story advice, and to do on-site training in their Johannesburg offices (at the site of the former Malaysian embassy to South Africa). The I-Imagine staff built on the core design concepts they learned and created a very entertaining stunt driving game for the initial Xbox platform.
Alan Wake - Remedy Entertainment, 2010
Alan Wake
Alan Wake is a novel blend of FPS and storytelling. Although the involvement of The Inspiracy was quite minor, just a 2 week "course correction" in 2008 where Noah Falstein came in as a design consultant to review a major revision to the game, it was a great pleasure working with the Remedy team, and the final game turned out extremely well. I have since continued to consult with Remedy on future projects.
Pie Noon - Google, 2015
Pie Noon is a game I designed (in conjunction with the Fun Propulsion Lab team of engineers) at Google. It was originally intended to demonstrate multiplayer game play on the then-new Android TV, but was quickly adapted to run on computers and Android phones and tablets, and also later upgraded to VR for Google Cardboard and Daydream platforms. The source code is available on GitHub and it was one of several games I worked on there that were meant to demonstrate how to create games for Google hardware and software platforms.