
Tera
TERA, developed by Bluehole Studio, launched in North America in May 2012. Its defining feature was real-time action combat — attacks required genuine aim, hitting a moving enemy meant leading your target, and a well-timed dodge could nullify an entire boss attack pattern rather than being absorbed passively by stats.
In my role as COO of En Masse Entertainment (a startup/subsidiary of Bluehole) I helped build a studio to publish Tera in North America.
Along with Jae-Heon Yang (CEO), Chris Lee (CMO) and Brian Knox (Game Producer), we built En Masse from a startup into a full publishing organization.
I was responsible for the Datacenter Operations (led by Markus Schweig), Customer Service (led by Adam Stayer), Web Development (led by Shaun Yelle), and Platform Services (Jon Tuite and Tommy Lieberman); and for contracting with Digital River (billing), Sleepy Giant (platform development), iovation (security), and many others.
One of the initiatives I'm especially proud of was Chronoscrolls, which, like PLEX in Eve Online, were tradable in-game items that allowed players to extend their play time, and which dramatically reduced game fraud caused by gold farming.
