My name is Mitch and this is my bio. It's in my own words.

I work on the MechCommander 2 team. Some people call me Program Manager and some call me Producer. Since I don't give a crap about titles, I tell people I make games. That said, I have to admit that I have the best job of anyone I know. On any given day I use 10-12 different skills. 

7:30am: written communication. 
8am: planning and follow up. 
9am: consult on music. 
10am: give art feedback. 
11am: mission design. 
12 - 2pm: script writing. 
Oops. 1pm: problem solving. 
3pm: AI revisions
4pm: packaging review
Slip in some goofy PR stuff and constant morale management.
And on and on until bedtime.

I'm never bored. Never. I love this job.

I'm supposed to discuss my past successes, but I don't want to. I love my job, but I'm never happy with my work. I'm proud of the people I work with and I celebrate their hard work and successes, but I'm one of those guys who always sees what he could've done better and has a hard time feeling satisfied. My problem. Let's move on.

I want to tell you how I approach games. This is for mature readers, so don't show it to the reporter from Highlights magazine.

To me, a good game is like a visit to an expert dominatrix. I have no experience in this, but I used to work in a video store. 
Let's move on.

Here are the elements I'm talking about:

Anticipation
Training
Testing
Spanking (Lots of spanking.)
Satisfaction
Validation
All in a nice wrapper of Immersion.

Let's talk about spanking for a minute. You know you want to. This is the most bizarre part of game production. There's this weird balancing act we have to do to make the game just hard enough that winning is satisfying. Man it's odd. If the game's too easy we get derision. If it's too hard people walk away. You have to learn to punish your players so it feels good. 

I can go on for days. Buy me a drink and I will