My accidental 36 years in video games
summary
36 years of indie game work compress into concrete milestones: first published ZX80 program earns £5, the breakthrough move from BASIC to machine code produces instant speed, about 100 games get shipped (some sell well, some get ripped off), signature titles include Attack of the Mutant Camels on Commodore 64 and later TXK/Polybius, engines built for Xbox 360 and PSVR, several console chips and consoles (Flare/NUON/Jaguar lineage) never release, Tempest 4000 sits essentially finished but awaiting commercial launch.
AI-written summary · about
chapters (13)
- 0:00Introduction and first game
- 1:11Early life and education
- 8:21Discovering coding and machine code
- 12:36Coding as creative power
- 14:07University struggles and ZX80
- 19:05Polytechnic and early career
- 23:45Founding Llamasoft and first success
- 27:38Creative freedom in early games
- 28:20Tempest and Atari misconceptions
- 29:02Sinclair machines and secret confession
- 30:28Norm machine and parallelism
- 36:28Modern projects and VR work
- 37:55Journey from ox cart to starship
related talks
34mStories from my 37 years in game development
54mEmbracing Change
51mThe Long Haul: A Fireside Chat
49m"Age of Vaporum". What we've learned from the releases of 2 games and pitching process of the third.
19mWhy I No Longer Identify as a Games Journalist
54mTen Lessons Learned
58mCurrent challenges for game developers
06mGot Any Games? Gaming Nostalgia, History & Dev Life
