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    Home»Nerd Culture»Inside Stories From a ‘Star Trek: The Next Generation’ Writer
    Nerd Culture

    Inside Stories From a ‘Star Trek: The Next Generation’ Writer

    Nerd VoicesBy Nerd VoicesFebruary 5, 20198 Mins Read
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    By Sandy Fries

    From a behind-the-scenes point of view I’m going to tell you why some TV episodes suck.  I was a Staff Writer for Star Trek: The Next Generation, wrote for the animated Spider Man, NBC’s Quantum Leap and many, many other TV series.

    The following example of a lousy situation I had with Gene Roddenberry is a stellar example of some of the weird things writers must deal with to stop their scripts from turning sour.  Gene was a great man, I loved him. But, like all humans, he sometimes made mistakes.

    So, here’s what happened with me and Gene . . .

    Gene Roddenberry created Star Trek, one of the most successful franchises in history.  There are countless Star Trek TV series, movies, novels, video games, graphic novels, toys, conventions and on and on.

    Gene’s nickname was “The Great Bird of the Galaxy.”  Through thousands of magazine and newspaper articles, the Paramount Public Relations Department made sure that every body heard about “The Bird.”  He was revered as a genius. To me, Gene was a talented, bright guy who needed to lose about twenty five pounds and had a red nose caused by broken blood vessels.  He had his flaws, like all of us. The Paramount Studios publicity machine tried to mythicize Gene but, alas and alack, the guy was just a human.

    I worked for The Great Bird as a Staff Writer on Star Trek: The Next Generation.  Gene called me his “rewrite man.”  I rewrote other writers’ scripts and wrote my own material for the show.  After that gig, I was Story Editor of many Star Trek video games, including Vulcan’s Fury and the Borg game.  I also co-wrote a Star Trek novel and pitched story ideas to Star Trek: Voyager.

    One of Gene’s frailties was a rock-headed stubbornness.  I was writing a script for Star Trek: The Next Generation that had, as all well-crafted stories do, an antagonist and a protagonist, also called a good guy and bad guy.  Ever since the Iliad and The Odyssey, stories have had good guys and bad guys.  In my story, Wesley Crusher, a whip-smart teenager on the Enterprise, was trying to get into Starfleet Academy.  Wesley was the episode’s good guy. The bad guy was Mordock the Benzite, a fish faced jerk who was competing against Wesley to get the one open spot in Starfleet Academy.  In addition to antagonists and protagonists being classic story elements, conflict is another key element.  The good guy conflicts with the bad guy to make the story interesting.  Without conflict, the boring scene would read something like this:

    FADE IN:

    EXT.  THE ENTERPRISE

    The majestic ship zooms through the galaxy.

    CUT TO:

    INT. ENTERPRISE–CONTINUOUS

    Wesley and Mordock are in the holodeck, happily sipping malteds.

    WESLEY

    This vanilla milk shake is really good.

    MORDOCK

    I’m glad you’re enjoying it, good friend.

    When you’re happy, I’m happy.

    I also got vanilla.

    They both sip their straws contentedly.

    WESLEY

    Next time, I’ll try chocolate.

    MORDOCK

    Me too!

    CUT TO:

    EXT. ENERPRISE–CONTINUOUS.

    We hear SIPPING SOUNDS as the Enterprise glides through space.

    CUT TO:

    COMMERCIAL

    A string of these no conflicts scenes would kill millions of viewers with lethal doses of boredom.  I thought of that as I sat in Gene Roddenberry’s large, imposing office when he said the following to me: “Sandy, the Mordock character you have in your script shouldn’t be bad, he should be a good person.”  These thoughts raced through my mind, “Be diplomatic … cool out. You can’t contradict Gene Roddenberry. He hates that.”

    “Um … uh, Gene,” I stammered, “If Wesley is good and Mordock is good, where’s the conflict?  How do I make it interesting, Gene?”

    Gene Roddenberry did a slow facial and body language trip to angry.  He said, “It’s my universe and in my universe people are good.” I thought of lots of ways to counter this, but I shut up for a few beats then said, “But how do I get conflict?”

    More sternly, he said, “It’s my universe, my future and people are good.”  A force field seemed to form around his body. I knew that resistance was futile.  The icon had spoken. I got up from my chair and politely said, “OK, thank you Gene.  I’ll get back to work.” I went to my office and brooded over the conflict I had with Gene in his office and the lack of conflict that would kill my script.  I knew the TV screen would say, “WRITTEN BY SANDY FRIES.” It would not say “WRITTEN BY SANDY FRIES AND WRECKED BY GENE RODDENBERRY.” The blame for a lousy episode would be all mine.  Millions of fans would hate me. I felt like The Great Bird of the Galaxy had pooped on my head. After hours of thinking, I figured out some devices to save the script. I created a second story line where there was loads of conflict.  I also threw in a short “runner” story where an Enterprise crew member is about to crash his out-of-control shuttle into a planet. That would add conflict and jeopardy. The episode turned out well. Patrick Stewart, who played Captain Picard, said one of the episode’s scenes was his favorite of the season.  The lesson to be learned? Even the most difficult obstacles can often be overcome. Also, do not mess with extremely powerful people who can crush you. It’s a loser’s game.

    During another meeting with Roddenberry and four other producers, we spent a half hour figuring out the details of how Star Dates worked.  How long was a Star Date? How many months? An assistant rapidly took notes on our conversation. When we finally figured out how Star Dates worked, I raised my hand and, attempting humor, said, “Gene, what happens to the Star Date on a Leap Year?”  Roddenberry looked at me sternly and said, “Sandy, it’s my future. I abolish leap years.”

    I learned another important lesson from Gene Roddenberry:  HAVE FUN! Most of the time, he had a lot of fun working on his show.  The Great Bird loved visiting the cool, beautiful sets. He loved driving around the Paramount Studios lot at “warp speed” in his golf cart.  When I drove with him in his cart, he loved aiming it at people and veering away at the last second! It was fun! Gene and most of the people who worked on the show, me included, were really just big kids playing with the world’s coolest, most expensive toys.  Ideally, that’s what your career should feel like. I loved sitting in the Captain’s chair on the Bridge set and firing imaginary Photon torpedoes. Whoooosh!!! CAMERA SHAKE!!!! I wrote a shuttle craft into a script because me and Mike Okuda, a Star Trek designer, wanted to play on it.  So, Paramount built us a shuttlecraft toy.  It was a quantum leap from when I was eight and built a space ship from a cardboard box.

    Gene Roddenberry didn’t like the world as it was, so he created his own universe.  In his universe, people were optimistic and noble. Gene had fun in that world. In show business, to a large degree, you can create your own world and enjoy living in it.  Screw reality. Lilly Tomlin once said, “What is reality anyway? It’s just a collective hunch.” I choose being delusional and happy rather than realistic and miserable. Sometimes, against your will, reality intrudes and you must deal with it.

    Welcome to lack of reality.  Welcome to fun. Welcome to show business.  Thanks, Gene, for teaching me the importance of fun and also that reality is often overrated.

    The above excerpt is from a book I wrote called “Secrets Your Textbooks Will Not Tell You.”  It has behind-the-scenes stories about my work on the animated Spider Man, Quantum Leap and other series I wrote for.  If you like this excerpt, it is, like most things on the planet earth, available on Amazon.

    Here’s a link to buy my book on Amazon:  https://www.amazon.com/Secrets-Your-Textbook-Will-Tell-ebook/dp/B0789Q63KS/ref=cm_cr_arp_d_product_top?ie=UTF8.  

    It has behind-the-scenes stories about Stan Lee, Sam Simon (Co-Creator of The Simpsons), Joe Barbera, Creator of The Flintstones, The Jetsons, Jonny Quest and other moguls.

    Here’s a link for a free app that can translate my Amazon e-Book to any format:  https://www.epubconverter.com/kindle-to-pdf-converter, iPhone, android devices, laptops, iPad . . . everything.

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

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