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Cheryl Platz

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Cheryl Platz is an internationally renowned interaction designer, author, and actress best known for her work on cutting-edge games, products and platforms including Amazon's Alexa, the Echo Look, the Sims family of games, the Riot Games platform and 2XKO, Marvel Strike Force, and Microsoft's Azure platform. She is now Creative Director for the Game Studio at The Pokémon Company International, focused on Pokémon TCG Live - past employers include Riot Games, Scopely, Electronic Arts/Maxis, Amaze Entertainment/Griptonite Games, Microsoft, Amazon, and the Bill and Melinda Gates Foundation. Cheryl is also a repeat adjunct faculty member at Carnegie Mellon University's Masters of Entertainment Industry Management program, teaching the craft of video game design and production.

Cheryl's first book, "Design Beyond Devices: Creating Multimodal, Cross-Device Experiences" (Rosenfeld Media, 2020), is the design manual for technologists who aspire to get a little bit closer to the starship bridge of their dreams – or just build better responsive websites, games, and cross-channel experiences. The content from Design Beyond Devices was honed by Cheryl's experience delivering sought-after talks, keynotes, and workshops on 5 continents and in 12 countries as founder and owner of design education company Ideaplatz, LLC: "the road to great design". Released on December 1, 2020 into the height of the pandemic, the book didn't receive the fanfare many receive, but multiple Fortune 500 companies have reported using it as a guide for their internal research and development efforts.

Cheryl's second book, "The Game Development Strategy Guide: Crafting Video Games that Thrive", was published by Rosenfeld Media on September 16, 2025 and received a "Get It" recommendation from Kirkus Reviews and an indie spotlight in the October 15, 2025 print edition of the magazine. Cheryl also created and launched a companion podcast, "Enduring Play: A Game Development Podcast," and Season 1 highlights the full interviews with 10 of the 14 experts she interviewed as part of the research for the book. Cheryl's self-produced book tour for The Game Development Strategy Guide launched in August 2025 at the Seattle Loves Indie Creators Expo in Seattle's McCaw Hall, and then made its international debut at Design Matters Tokyo 2025. She is accepting inquiries for future events, and is in active negotiations for additional events in Seattle, Philadelphia, and Los Angeles.

A consummate performer, teacher, and educator, Cheryl also brings with her deep experience in front of large live audiences, multicamera studios, and livestreaming environments. Cheryl co-starred in Shadowrun: Corporate SINS on Twitch TV channel Hyper RPG as "Ma1nfram3," a character she created and shaped over the 65-episode live broadcast multi-camera run. Cheryl goes by "FunnyGodmother" on Twitch, where she has run her own weekly Twitch streaming community since 2016, the #MagicMafia - complete with two puppet mascots, Sprinkles and Moe. Cheryl also has over 15 years of professional experience as a performer with companies like Unexpected Productions, Seattle Experimental Theater, NERDprov, Jet City Improv, and a variety of other companies. She has performed twice at Seattle's Bumbershoot festival, and in 2023 had the rare honor of serving as Toastmaster for the Nebula Awards, for which she received a writing credit for self-writing her own monologue and consulting on the full script with celebrated writers Tilly and Susan Bridges. Cheryl is available for keynotes, talks, workshops, and hosting engagements subject to some limitations (must be run by current full-time employer for compliance checks).

THE GAME DEVELOPMENT STRATEGY GUIDE Cover
BOOK REVIEW

THE GAME DEVELOPMENT STRATEGY GUIDE

BY Cheryl Platz • POSTED ON Sept. 16, 2025

Platz offers a primer on the craft and business of modern video games.

Trying to understand video game creation can feel like an adventure set on hard mode. Whether you’re a veteran creator, a newcomer to the process, or simply curious, this manual explores what motivates players, how studios operate, and why some titles, like Baldur’s Gate 3, thrive while others, like Atari’s infamous E.T., end up with their own landfills. Drawing on the experiences of 15 industry professionals who have worked for Sony, Disney, The Pokémon Co., Mojang, and others, the chapters feature interview excerpts, case studies, and detailed definitions of the many kinds of developers and what they do. Beyond design and storytelling, the volume addresses the logistics of the business, from monetization challenges to ethical concerns, while examining how poor planning, overambitious timetables, and last-minute additions can derail a project. Dense and comprehensive, the guide defines the jargon of studios and design roles, describes genres like shooters and role-playing games, and even includes some gaming slang. Each chapter ends with a “Prepare for the Boss Battle,” a review of practical references or tools. The text includes thorough citations throughout and an extensive index for further reference. The book’s central conceit is both clever and fitting for the industry it covers, bringing back the strategy-guide style (featuring sidebars in the margins and vibrant illustrations) that has largely been lost to internet wikis and FAQs. This is especially helpful in enlivening the technical explanations of game development, using familiar and engaging layouts to help the lessons stick, and the emphasis on the audience as collaborator is refreshing. Platz treats the history of gaming with reverence, mentioning deep cuts such as MadMaze alongside indie darlings like Unpacking; this makes the guide feel truly all-encompassing—as expansive as an open-world RPG—in a way that will resonate with industry insiders, newbie developers, and curious players alike.

A wide-ranging introduction to how games are made, balancing insider rigor with accessibility.

Pub Date: Sept. 16, 2025

ISBN: 9781959029717

Page count: 400pp

Publisher: Rosenfeld Media

Review Posted Online: Aug. 21, 2025

Kirkus Reviews Issue: Oct. 15, 2025

ADDITIONAL WORKS AVAILABLE

Design Beyond Devices

Your customer has five senses and a small universe of devices. Why aren't you designing for all of them? Go beyond screens, keyboards, and touchscreens by letting your customer's humanity drive the experience—not a specific device or input type. Learn the techniques you'll need to build fluid, adaptive experiences for multiple inputs, multiple outputs, and multiple devices. This book is for any designers navigating the complexities of cross-channel design, driving cohesion across web, mobile, and other device experiences. It will also resonate deeply with designers working specifically on heavily multimodal experiences like Amazon’s Echo devices, Google Home, Apple Vision Pro, Oculus Quest, televisions, smart watches, video games, theme parks, and automotive experiences as well as entrepreneurs and inventors looking to improve their user-centered thinking techniques with tangible frameworks they can apply to product design and engineering efforts immediately. You'll walk away from Design Beyond Devices with new tools and frameworks you can apply to researching, documenting, and understanding human behavior and context. The book walks you through an overview of all input and output modalities mapped against current technologies and accessibility considerations before providing frameworks for delivering complex systems like notifications, interruption models, and multimodal design systems and direct guidance on deliverables needed to deliver advanced cross-channel designs. Since these complex systems are often deeply impactful to the humans that use them, the book also contains ethical frameworks for querying your potential work against potential human impact, and strengthening your product designs in advance to accommodate risks.
Published: Dec. 1, 2020
ISBN: 978-1933820491
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