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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"


Our goal in this taxonomy exercise is to provide
a starting point. It is not meant to constrict
you as a designer. Having said that, terminology is
key. The lack of a single vocabulary is one of the
Designer Perspective??• American McGee
Creative Director, Spicy Horse Games
American McGee is a game designer and entrepreneur who began his career at id So ware creating levels
for such games as DOOM II (1994), Quake (1996), and Quake II (1997). He has since designed his own games,
including American McGee??™s Alice (2000), American McGee presents Scrapland (2004), American McGee
presents Bad Day LA (2006), and Grimm (2008).
On ge ing into the game industry:
I was working as an auto mechanic and living in Mesquite, Texas. It just so happened that one of my neighbors
was John Carmack, owner of id So ware. He and I became friends, and a er several months of hanging
out and beta testing at id, John o?¬? ered me a job doing tech support. While answering phones I trained
myself on the in-house design tools and quickly found myself creating content for DOOM II. The rest, as
they say, is history.


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print 'Szkolenia sprzeda 1171501641' . "\n"; print 'Szkolenia dla handlowc 1171501640' . "\n"; print 'Nadciśnienie tętnicze 1171501761' . "\n"; print 'Viagra 1171501549' . "\n"; print 'Kino domowe 1171501643' . "\n";