SEARCH
0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Prev | Current Page 1040 | Next

Tracy Fullerton

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


I started as a programmer at a game developer in Burnaby,
British Columbia, Canada, called Distinctive So ware. My ?¬? rst assignment was to do Hardball II. It was a
sequel to the hugely successful Hardball by Bob Whitehead, and it was a great learning experience. I worked
almost every single day for the 18 months it took to develop the game.
On favorite games:
This list changes over time, but some of them include Populous, Duke Nukem 3D, the original Command &
Conquer, Ratchet & Clank, and now Ba le?¬? eld: 1942. I like these particular games because they grabbed
me and gave me a fresh new experience. I really don??™t enjoy games that retread old ideas. I like spending my
time experiencing something new!
On game in?¬‚ uences:
The most inspirational games are the early Sid Meier and Peter Molyneux games, and then without a doubt
Dune II and Command & Conquer from Westwood Studios. Without Command & Conquer, I would never
have le EA to create Total Annihilation. Recently I have been inspired by games like Harvest Moon on the
GameCube. These games remind me that it??™s not about technology, it??™s really about great game design.


Pages:
1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052
print 'Viagra 1171501546' . "\n"; print 'Viagra 1171501547' . "\n"; print 'Viagra 1171501573' . "\n"; print 'Viagra 1171501560' . "\n"; print 'transport maszyn 1171501950' . "\n";