"Welcome to the Realm of the Hawke"

Patrick Cody Cannon
775 South 300 West
Logan, UT 84321
(435) 755-0518

  • Apr 2000 - Sept 2003: Graduated with Honors from the Horizon's MessageBoard of game design school.
  • Nov 1999 - Present : Courses in Beta Testing from institutions including: Asheron's Call, Anarchy Online, Earth & Beyond, Eve Online, Realms of Torment, Planetside, Horizons, and more.

  • 1993 : Doom Shareware:
    I worked in a Co-op multiplayer environment and found out how video games are much better when you're in a 'shared experience' environment. From then on, if it wasn't multiplayer, it wasn't as good as it could have been.
  • 1997-2000: eXiles Clan:
    Playing team-based online games, working with the Exiles emphasized team coordination, with responsibility delegation and skill specialization. In-game and out-of-game behavior was equally important. Team Fortress showed that team-based objective gameplay greatly enhances the longevity and personal attachment to the game.
  • 1998-1999: Everquest:
    Responsibilities included levelling on the treadmill and corpse retrieval. Learned the value of grouping with friends. I discovered that having nominal trade-skills was no better than leaving them out completely, and that level/class based advancement creates race conditions and reduces player involvement.
  • ???? : A Tale in the Desert:
    Responsibilities included local and regional politics, extended inventory and resource management, home design and landscaping, in depth tradeskills, and slave labor. Found out what trade-skills could really be like, but that there needed to be an active conflict and purpose as well. Learned to dislike 3rd-Person 'point and click' movement.
  • ???? : Dark Age of Camelot:
    Responsibilities included PvP, Healing, Grouping, Guild Mangement, and Trade Skills. Spent a lot of time on guild related subjects, such as guild management and communication tools, intraguild and interguild relationships, and marketting/recuitment. I discovered that even in a 'character-skill' latency tolerant environment, there is room for player-skill tactical and reflexive gameplay element. I also discovered that there is no substitute for a PvP adversarial situation.
  • 2004 : City of Heroes:
    Responsibilities included a refined level grind, semi-active combat, and character creation. Increased my understanding that half a game can't stand on it's own, and that no matter how good your 'uptime' is, without alternative 'downtime' it has no longevity. Realized that technology is to the point that character appearance can be almost infinite. Interestingly it also becomes important for gameplay choices to attempt to duplicate that type of variable possiblities.
  • 1996- : Marc Hawke:
    An online search for "Marc Hawke" will result (with only a couple exceptions (mostly from AOL)) exclusively in references to me. I've been an Internet presence with the name Marc Hawke since 1996.

  • Programming: I have been trained in programming in several languages. I have extensive experience in generic programming techniques as well as specific tasks such as debugging.
  • Problem Solving: I am an expert at problem solving and finding innovative solutions to problems. I'm also skilled at identifying and clarifying the underlying problems instead of simply treating symptoms.
  • Internet and Video Game savvy: I've been online for 10 years, and gaming for 20.