Monster Menace Studios: Adam Cogan's Internet Home
  • About Adam
  • Comics
    • VILLAINS
  • Games
    • inFAMOUS 2
  • Blog
  • Home

Posted by monsterm in Comics on August 15, 2012

I wrote VILLAINS because I wanted to blend my love for hardboiled crime fiction with the superhero comic genre. I also thought it’d be interesting to write a book purely from the villain’s perspective. I was lucky enough to partner with Ryan Cody, whose bold art style complemented the noir feel of the story perfectly.

Soon after the four issues were collected into a trade, something astonishing happened: VILLAINS was optioned by Universal Studios, and is in development as a major motion picture.

Now here’s the part that keeps me up at night. I have thousands of story ideas, but I chose to pour my resources into VILLAINS because I thought it would make a good book, and because I believed it had the potential to be optioned. The odds were many thousands to one against me–picture getting a hole in one, but you’re in Boston and the hole’s in Brooklyn. I was an unknown, working with an unknown artist, and this was my first solo book. There are creators in the industry who have toiled for decades without ever being presented with such an opportunity. I don’t want to seem like I lack humility, because I really do appreciate how fortunate I was, but this success has only encouraged me to continue making comics in the thin hope that lightning will strike twice…or thrice.

Read more Leave a comment

VILLAINS

Posted by monsterm in Comics on August 15, 2012

 

Nick Corrigan is a downtrodden young man with no direction or prospects for the future. But when he realizes that his elderly neighbor is a retired supervillian, he sees an opportunity to turn his life around.

Read more Leave a comment

Force Fed

Posted by monsterm in Blog on June 12, 2012

My plan to recreate my childhood vicariously through my daughters is proceeding apace:

  • Moving back to Maine.
  • Eldest can make distinction that R2-D2 is a droid and Chewbacca is a Wookie.
  • Both kids love School House Rock.
  • Next, I plan to teach them how to moon walk.

Some corrections are necessary. Youngest calls R2-D2 “Dee-too-dee-too”. Eldest thinks Princess Leia lives in a castle.

Read more Leave a comment

Softology

Posted by monsterm in Games on June 11, 2012

 

 

Name: Adam Cogan – Writer – Game Designer
Years in the industry: 15 years
Title Position Developer Publisher
Project Copernicus MMORPG (PC) Narrative Designer III 38 Studios 38 Studios
inFAMOUS 2 (PS3) Lead Writer Sucker Punch Productions Sony Computer Entertainment
Rush’n Attack: Ex-Patriot (PS3/XBOX 360) Writer – Design Consultant Vatra Games Konami
Lost in Time: The Clockwork Tower (PC/Mac) Design Director Spark Plug Games Namco
Puzzle Quest 2 (iOS) Design Director Spark Plug Games Namco
Pac Match Party(iOS) Design Director Spark Plug Games Namco
Escape From Frankenstein’s Castle (PC) Design Director Spark Plug Games Namco
Fairy Maids (PC/Mac) Design Director Spark Plug Games Big Fish Games
Hidden Mysteries: The White House (PC/Mac) Design Director Spark Plug Games Game Mill/Big Fish Games
DQ Craze (iPhone) Design Director Spark Plug Games Game Mill
Witch’s Workshop (iPhone) Design Director Spark Plug Games Spark Plug Games
DQ Tycoon (PC/Mac) Design Director Spark Plug Games Game Mill
Samantha Skye, Rock P.I. Lead Designer Gorilla Systems Ubisoft
The Clique: Diss and Make Up (DS) Lead Designer Gorilla Systems Warner Brothers Interactive
Star Wars: Clone Wars TV Game (plug & play) Lead Designer Hasbro, Inc./Tiger Toys Hasbro, Inc./Tiger Toys
Indiana Jones TV Game (plug & play) Lead Designer Hasbro, Inc./Tiger Toys Hasbro, Inc./Tiger Toys
Turbo Tag TV Game (plug & play) Lead Designer Hasbro, Inc./Tiger Toys Hasbro, Inc./Tiger Toys
Magic Skee Ball TV Game (plug & play) Lead Designer Hasbro, Inc./Tiger Toys Hasbro, Inc./Tiger Toys
Dead Head Fred (PSP) Lead Designer Vicious Cycle Software D3Publisher
Flushed Away (PS2, GC) Design Consultant Vicious Cycle Software D3Publisher
Curious George (PS2, Xbox, GBA, PC) Design Consultant Vicious Cycle Software Namco
Spy vs. Spy (Xbox, PS2) Design Consultant Vicious Cycle Software Global Star Software
Robotech: Invasion (PS2, Xbox) Design Consultant Vicious Cycle Software Global Star Software
The Call (Xbox, PS2) Lead Designer Vicious Cycle Software THQ
Dinotopia: The Sunstone Odyssey (GC, Xbox) Design Consultant Vicious Cycle Software TDK Mediactive
Robotech: Battlecry (GC, Xbox, PS2) Lead Designer Vicious Cycle Software TDK Mediactive
Xcom: Genesis (PC) Digital Artist Hasbro Interactive/Microprose Hasbro Interactive/Microprose
Duke Nukem: Land of the Babes (PSX) Lead Designer n-Space, Inc. GT-Interactive
Die Hard Trilogy 2: Viva Las Vegas (PSX, PC) Level Designer – Digital Artist n-Space, Inc. Fox Interactive
Monkey Magic (PSX) Level designer MPen Sunsoft
FutureNet (PC) Producer – Designer MPen Mpen
Beethoven Lives Upstairs (PC) Tester MPen BMG Interactive
Magic Schoolbus Explores the Ocean (PC) Tester MPen Scholastic/Microsoft
Read more Leave a comment

inFAMOUS 2

Posted by monsterm in Games on June 10, 2012

Prior to my work as a Narrative Designer for 38 Studios, I was the Lead Writer on inFAMOUS II, a AAA super hero action title developed by Sucker Punch Productions. I scripted dialogue and action sequences for mocap cinematics, composed NPC mission lines and emotes, generated scripts for faux TV broadcasts and “dead drop” recordings, and wrote various marketing materials for TV and web content. This was a difficult and time-stressed project, but one that I’m extremely proud of.

 

 

Check out some of the cinematics I wrote for the game (spoilers!):

 

 

 

Read more Leave a comment

Adam Cogan (Writer – Game Designer)

Posted by monsterm in About on June 10, 2012

I’ve been telling stories and dreaming up new worlds since I was a wee lad. A full-time wool-gatherer, I spent more time in the vibrant land of make believe than I ever lost in the badlands of math and mortgages. As an adult, it’s no surprise that I continue to seek out new ways to tell my stories and share them with the world.

Over the last few years, I have most often worked as a writer. I love to create engaging characters and bring them to life with sharp dialogue. My work was honored with a Writers Guild Award for video games in 2008, and one of my comics was optioned by Universal Studios to become a major motion picture.

In addition to writing for games and comics, I have worked as a Design Director and Lead Designer (among other things). You can read more about my game industry experience here, or you can check out my experience on Linkedin.

Read more Leave a comment

Comics

Posted by monsterm in Comics on June 10, 2012

Writing comics is a dream come true. I’m a lifelong fan of the medium, but I took a long and circuitous route before returning back to the place I secretly wanted to be.

I’ve been lucky enough to work in a variety of collaborative entertainment industries, but I find comics to be the purest form of creator-driven media. There’s a direct, unfiltered dialogue that exists between the creators and the consumers that you won’t find anywhere else.

Read more Leave a comment

Project Copernicus

Posted by monsterm in Games on July 3, 2011

I was employed at 38 Studios as a Narrative Designer III to work on their AAA MMORPG codenamed Project Copernicus.

I was responsible for all of the story content in three amazing zones, as well as numerous ancillary responsibilities. I wrote dialogue for primary and secondary quests, crafted quest description text, named mobs, characters and items, wrote and implemented VO for cinematic events and callouts, and contributed to the design of quests and systems.

I love a variety of game genres, but as an old school pen-and-paper Dungeons and Dragons fiend, RPGs have always been closest to my heart. It was a true pleasure to finally get a chance to work on one of them, and I was surrounded by literally hundreds of talented, creative people who were just as excited as I was to be crafting the expansive, wondrous world of Amalur.

Read more Leave a comment