• About Peter

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  • 09.Mar
  • Welcome
  • This site is a collection ideas. Some mine, and some that interest me. Almost all of them have something to do with using technology (an invention or process) to effect human behavior. Sometimes yours, sometimes mine, but always human…

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  • 09.Feb
  • Résumé
  • Peter Duke is widely recognized as an award-winning creative director and technical innovator in all aspects of the development process, including conceptualization, competitive analysis, requirements identification, team participation, brand positioning, client interaction and executive presentations.

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  • 02.Apr
  • Some Pictures
  • A few of my shots…

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  • 14.Jun
  • Me… shooting
  • The Beautiful and Talented Natasha Beland…

  • Case Studies

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  • 09.Mar
  • Virgin Megastore Digital Preview System
  • Virgin’s challange was “how do you let customers sample music from 250,000 CDs in 22 stores across the USA?…”

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  • 08.Mar
  • Timeplay
  • Timeplay’s business problem was “how do you create compelling videogame experiences for entire audiences, in a movie theater?”

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  • 07.Mar
  • Microsoft HD Discs
  • Microsoft wanted to prototype what a connected HD experience could be for their Windows Media Center platform.

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  • 06.Mar
  • Tetris Cup
  • The Tetris Company’s challenge was to define a 21st Century virtual sport with spectator appeal.

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  • 05.Mar
  • Las Vegas Springs Preserve
  • LVSP is a $300MM project that was a joint effort between the Las Vegas Water Authority and the Southern Nevada Water District to educate Las Vegas visitors on water conservation and sustainable living. As Creative Director of Technology, my job was to oversee problem definition, design, and implementation for over 100 exhibits, including a digital [...]

  • News

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  • 01.Apr
  • Peter Duke’s first meal as a Zombie
  • I ran into some VERY COOL folks from at the 2010 Computer Game Developer’s Conference, and heck, they interviewed me… right here! Big thanks to Marc Jackson!

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  • 14.Mar
  • GDC 2010
  • The high level architecture in many game engines creates an abstraction layer that buffers developers (and publishers) from platform specific issues that have forced many into a XBox or PS3 decision tree. PC capabilities are still supreme, but with waning market-share, keeping those tools in the hands of independents is going to be an increasing challenge.

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  • 10.Mar
  • Re-Architecting This Site
  • I had a change of heart today, and I’m moving things around on this site. Give me a little bit, and I’ll have things worked out in a jiffy.

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  • 10.Jul
  • Scoble talks to Eric and Greg from xRez
  • These are the guys I went to Yosemite with…

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  • 25.Jun
  • Yosemite Portraits
  • Who else would bring a seamless background to Tuolumne Meadow?

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