tag:blogger.com,1999:blog-54550444679748957112024-03-08T16:22:07.183+01:00Game Development HistoryA blog about computer & video game development in the past. A collection of links to articles, videos, interviews, documentaries, post-mortems, memorabilia, and more - all about vintage video games and their developers. For your amusement and/or inspiration. Edited and updated by John David Karlgren.Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.comBlogger34125tag:blogger.com,1999:blog-5455044467974895711.post-5862710060957478822015-12-08T01:06:00.000+01:002015-12-08T01:06:51.073+01:00Star Control post-mortem with Fred Ford and Paul Reiche IIIAlso present at GDC 2015 were <b>Fred Ford</b> and <b>Paul Reiche III</b> to talk about <i>Star Control</i> (1990) and <i>Star Control II</i> (1992). Developed by their company Toys For Bob and published by Accolade, the two space action strategy games were instant classics - especially the second game, which is considered to be one of the greatest PC games ever made.
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I'm sad to report that I never actually played any of these games, so I don't know much about them. I did however learn some interesting facts from this post-mortem, which, a bit oddly, was conducted as a sort of interview as opposed to the usual stand-up presentation. The story about using Amiga module format music for the second game, and employing musicians via Usenet - some of them only 14 years old - had me smiling. As a programmer, I also found the detailed description on the procedurally generated spinning planets (29:10 in the video) particularly interesting.
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/Napx0MjivCM/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/Napx0MjivCM?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-42696971626991452172015-12-08T00:46:00.000+01:002015-12-08T22:06:31.767+01:00Loom post-mortem with Brian MoriartySo GDC 2015 took place just a few days before my last post here in March, and I have only now watched the online videos of this year's Classic Game Postmortem speeches, which are always my favourite part of GDC. I also noticed that GDC have made both their new and previous videos available on YouTube, which I think is great, because the video player at the GDC Vault website was driving me crazy!
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One of the legendary speakers this year was <b>Brian Moriarty</b>, who had been invited to tell the story of LucasFilm Games' classic point-and-click adventure <i>Loom</i>, released in 1990. Moriarty, or Professor Moriarty (no, that's not a Sherlock Holmes joke - he is indeed a Professor of Practice in Game Design), was a game designer and writer at Infocom before joining LucasFilm Games in 1988. While at Infocom, he created the text adventures <i>Wishbringer</i> (1985), <i>Trinity</i> (1986) and <i>Beyond Zork</i> (1987). After Loom, he also worked on LucasArts' <i>The Dig</i> (1995) as a writer.
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This is an extraordinary well-presented post-mortem, and it's clear that Moriarty is an experienced lecturer. Following some obligatory funny anecdotes on LucasFilm Games and Skywalker Ranch, we get to learn how the game was conceived, where the name came from, why Tchaikovsky's ballet <i>Swan Lake</i> was used for the soundtrack, the references to Disney's <i>Sleeping Beauty</i>, the graphical limitations at the time (and how artist Mark Ferrari overcame them with his unique dithering technique), and much more. We also take a look at, and listen to, the different versions of the game. Hardcore fans will be in ecstasy over some previously unseen screens that didn't make it into the final game.
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All in all, this post-mortem is a must-see if ever there was one.
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/z1aVDael-KM/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/z1aVDael-KM?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-87707014090558549422015-12-08T00:33:00.000+01:002015-12-08T00:33:10.420+01:00I'm sorry!My apologies for not having updated this blog since March (!). I know it probably looks like I abandoned it right after I started it. As with most (or, I should say all) of my creative projects, I tend to easily loose focus or get burned out quickly. This is a problem I'm struggling with in my everyday life, and I know it can be frustrating to those who follow the things I do, but trust me when I say no one is more frustrated about it than I am. So, unfortunately, I can't promise that I'll be updating this blog on a steady basis. There could - and probably will - be large gaps of silence in the future too.
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One positive thing though, is that the subject matter of this blog doesn't have any best-before date. This blog is more an archive of things and less a source of news, so it's not crucial that I add to it quickly. I do however hope to work on it a lot more than I have so far. Keep your fingers crossed!Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-1448027819360399652015-03-10T16:19:00.000+01:002015-12-08T01:14:00.994+01:00Robotron: 2084 post-mortem with Eugene Jarvis(description TBA)
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<a href="http://www.gdcvault.com/play/1020591/Classic-Game-Postmortem-Robotron" target="_blank">http://www.gdcvault.com/play/1020591/Classic-Game-Postmortem-Robotron</a>
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<b>UPDATE DEC 6:</b>
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This video is now also available on YouTube!
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/90GuCjmNzVI/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/90GuCjmNzVI?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-7215713185421336162015-03-05T19:51:00.004+01:002015-03-05T19:51:51.988+01:00G4 Icons: Peter Molyneux(description TBA)
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/jmdBorWMaSs/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/jmdBorWMaSs?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-58546208858182751412015-03-04T17:12:00.003+01:002015-03-07T12:16:53.662+01:00Blizzard Entertainment RetrospectiveBlizzard Entertainment started out as a company called Silicon & Synapse in 1991, with Interplay as their publisher. Their very first game was <i>RPM Racing</i> for SNES in 1991, followed by <i>The Lost Vikings</i> in 1992, and <i>Rock n' Roll Racing</i> in 1993. They were then briefly known as Chaos Studios, before changing again to Blizzard Entertainment, with the 1994 releases of <i>Blackthorne</i> and <i>Warcraft</i>. The rest, as they say, is history.
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This is a retrospective video produced by Blizzard themselves, which tells the story of the company, from their startup as Silicon & Synapse, up until the biggest game of all times - <i>World of Warcraft</i>. Featured in the video are (in order of appearance) <b>Allen Adham</b>, <b>Mike Morhaime</b>, <b>Frank Pearce</b>, <b>Sam Didier</b>, <b>Bob Fitch</b>, <b>Joeyray Hall</b>, <b>Bob Davidson</b>, <b>Paul Sams</b>, <b>Jan Davidson</b>, <b>Chris Metzen</b>, <b>Nick Carpenter</b>, <b>Shane Dabiri</b>, <b>Matt Samia</b>, <b>Jeff Kaplan</b>, <b>J. Allen Brack</b>, <b>Chris Sigaty</b>, <b>Dustin Browder</b>, <b>Rob Pardo</b>, and <b>Mike Ryder</b>.
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Also, check out the <a href="http://us.blizzard.com/en-us/company/about/b20/timeline.html" target="_blank">timeline</a> over at the Blizzard website, for a chronological summary of the company's history.
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/AHz2ky-jng8/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/AHz2ky-jng8?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-37230551803737802962015-03-04T17:04:00.002+01:002015-03-04T17:04:55.958+01:00Diablo II post-mortem(description TBA)
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<a href="http://www.gamasutra.com/view/feature/131533/postmortem_blizzards_diablo_ii.php" target="_blank">http://www.gamasutra.com/view/feature/131533/postmortem_blizzards_diablo_ii.php</a>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-68093959550754165992015-03-04T08:42:00.001+01:002015-03-04T17:15:41.330+01:00Prince of Persia animation reference videosThe animation of the characters in <i>Prince of Persia</i> (1989) was unique at the time, and was done by using a technique called <a href="http://en.wikipedia.org/wiki/Rotoscoping" target="_blank">rotoscoping</a> - a live actor is filmed with a camera, and the animator then traces over the footage, frame by frame, to achieve a more life-like animation. This technique was also used in games like <i>Another World</i> and <i>Flashback</i>, inspired by Prince of Persia.
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Here are some of the reference videos used for the rotoscoping in Prince of Persia. These videos were taken from Jordan Mechner's own YouTube channel, found <a href="https://www.youtube.com/user/JordanMechner/" target="_blank">here</a>. The Prince in the videos was played by Mechner's younger brother David, who did the running and jumping in his high school parking lot!
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And here are some of the early results:
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/kZXqpXDYI88/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/kZXqpXDYI88?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-5166265252090518882015-03-04T07:27:00.000+01:002015-12-08T01:11:02.185+01:00Behind the scenes of The Last ExpressFollowing up on my previous post on <b>Jordan Mechner</b>, here's a short behind-the-scenes look at his 1997 adventure game <i>The Last Express</i>. Unfortunately, the game was not a commercial success, despite receiving positive reviews. Still, Mechner considers The Last Express to be his greatest title.
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/DygVxOWd_9o/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/DygVxOWd_9o?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-77944024471426401992015-03-03T09:56:00.001+01:002015-03-04T17:17:31.548+01:00"From Bedroom to Attic: Making Prince of Persia" by Jordan Mechner<b>Jordan Mechner</b> (<i>Karateka</i>, <i>Prince of Persia</i>, <i>The Last Express</i>) was a special guest at the <a href="http://www.ongamestart.com" target="_blank">onGameStart conference</a> in Warsaw, Poland, in September 2012. There, he told a fascinating and inspiring story about his life and career, going from programming games in his bedroom, to writing scripts for movies in Hollywood. His most famous work is the Prince of Persia franchise, which began in 1989 with the release of <i>Prince of Persia</i> on the Apple II. Mechner spent three years creating the game almost entirely on his own, drawing inspiration from silent movies, and using a technique called <a href="http://en.wikipedia.org/wiki/Rotoscoping" target="_blank">rotoscoping</a> to produce the game's fluid animation, which at the time was unique in video games.
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He also talked about how technical limitations can inspire creativity, why being burned out can be a good thing, and how the "dumbest mistakes" sometimes lead to the biggest successes. A truely inspirational talk, and also a must-see for fans of Prince of Persia.
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<iframe src="//player.vimeo.com/video/53918011" width="500" height="288" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-11425506242064119832015-02-27T05:51:00.000+01:002015-02-27T05:51:40.405+01:00Update<a href="/2015/02/john-romero-plays-first-episode-of-doom.html">John Romero plays the first episode of Doom</a> has been updated with a bonus part. Check it out!Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-59930907072959423562015-02-21T04:43:00.003+01:002015-03-04T17:07:00.763+01:00Populous post-mortem with Peter MolyneuxAnother fascinating post-mortem from GDC 2011.
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(description TBA)
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<a href="http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem" target="_blank">http://www.gdcvault.com/play/1014633/Classic-Game-Postmortem</a>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-13370267732422634952015-02-17T14:17:00.000+01:002015-03-04T06:30:46.108+01:00A visit to id SoftwareEver wondered what it was like at the office of id Software (<i>Commander Keen</i>, <i>Wolfenstein 3D</i>, <i>Doom</i>, <i>Quake</i>) back in the days? Ever wished you could go back in time and see what the guys were up to? Well, you can! In this video uploaded to Vimeo by John Romero himself, we get an exclusive behind-the-scenes peak at their office in Mesquite, Dallas, Texas, one day in November 1993. At the time, id Software were busy finishing up Doom, which shipped just a month later.
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Romero writes:
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<blockquote><i>In 1993, Dan Linton, owner of a hugely successful BBS called Software Creations, visited Texas and made his way to id Software. This is the footage he recorded one night in November 1993. Shown are several of id's employees at the time: Jay Wilbur, Shawn Green, John Romero, Dave Taylor, Sandy Petersen and Adrian Carmack. Bobby Prince was visiting to finish the music and create the sound effects. This video has 21 minutes of me playing DOOM before the sound effects were put in as well as some early deathmatching with Shawn Green.</i></blockquote>
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You can also watch this video on YouTube, <a href="https://www.youtube.com/watch?v=RDAzJLBB6pE" target="_blank">here</a>.Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-61069061889823420332015-02-17T03:59:00.002+01:002015-02-17T04:11:52.085+01:00We Play Doom With John RomeroHere's some more <b>John Romero</b> goodness. In this one hour and thirty minutes long video, Ryan McCaffrey from IGN sits down with Romero for a co-op playthrough of <i>Doom</i>'s original episode, "Knee-Deep in the Dead".
Romero shares some interesting stories and secrets about its levels, and we get to learn some fun trivia about the game (for example, how to properly announce "gib"). This is a great video both for fans of the game, and for people interested in level design.
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If you enjoy watching this video, make sure you also check out <a href="http://gamedevhistory.blogspot.com/2015/02/john-romero-plays-first-episode-of-doom.html">John Romero plays the first episode of Doom</a>.
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/YUU7_BthBWM/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/YUU7_BthBWM?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-29003627582732839012015-02-09T17:49:00.001+01:002015-02-09T17:49:40.870+01:00The complete Another World with Éric Chahi(description TBA)
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/XkOCkNxv6Ow/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/XkOCkNxv6Ow?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-78083671638636054312015-02-09T17:46:00.000+01:002015-02-09T17:46:21.702+01:00Another World post-mortem with Éric Chahi(description TBA)
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<a href="http://www.gdcvault.com/play/1014630/Classic-Game-Postmortem-OUT-OF" target="_blank">http://www.gdcvault.com/play/1014630/Classic-Game-Postmortem-OUT-OF</a>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-31046394162352313282015-02-09T17:43:00.000+01:002015-03-03T10:16:12.317+01:00The making of Another World with Éric Chahi and Jean-François FreitasHere's something I found on YouTube just yesterday. I think I may have seen it before, but it wasn't in my bookmarks. In this short documentary video, <b>Éric Chahi</b>, the creator of <i>Another World</i>, reminisces about the process of developing his all-time classic. Chahi, a true artist, is almost a little uncomfortable while doing so, as he explains: "I don't like talking about Another World. The pictures speak for themselves". Which is actually true - the entire story of the game is driven by the imagery and the player's imagination. There isn't a single sentence, word or dialogue to be read in the entire game.
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Also featured is composer <b>Jean-François Freitas</b>, who wrote the memorable intro music for the game, and also helped create the game's sound effects. We learn some interesting tidbits, like for example how the sound of an old dot matrix printer was turned into the sound of the lifts in the game, or how nuts became the sound of bones exploding.
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I also found the video on Vimeo. You can watch it <a href="http://vimeo.com/14908696" target="_blank">here</a>.Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-39638107248133115022015-02-04T14:09:00.001+01:002015-02-15T01:33:18.801+01:00Tim Cain on Matt ChatIn 2012, <b>Tim Cain</b> was another great guest on Matt Barton's <a href="https://www.youtube.com/user/blacklily8" target="_blank">Matt Chat</a> show. The videos are a little short (I believe Matt was fighting some YouTube upload restrictions at the time), but very interesting to watch. Cain talks about how he got started on the Atari 800, how Fallout came to be, working on the game at Interplay, working on his other games <i>Arcanum: Of Steamworks and Magick Obscura</i> and <i>Temple of Elemental Evil</i>, and also gives his opinion on <i>Fallout 3</i>.
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/m4XVW6qcuzM/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/m4XVW6qcuzM?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-9013183566853365602015-02-04T14:04:00.000+01:002015-02-16T22:12:47.205+01:00Fallout post-mortem with Tim CainThis is probably my favourite of all the GDC post-mortem videos available online. <b>Tim Cain</b> is probably best known to gamers as the producer, lead programmer and one of the main designers of Interplay's post-apocalyptic RPG <i>Fallout</i>. Prior to Fallout, he was a programmer at Interplay working on various games. In this GDC 2012 post-mortem, Cain explains how his engine he began working on in 1994 evolved into the now classic RPG. He also talks about the popular culture that influenced the game, and shares some hilarious anecdotes about the game's development (the one about the Windows NT installer, for example, is simply priceless).
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You can also watch this video at the <a href="http://www.gdcvault.com/play/1015843/Classic-Game-Postmortem" target="_blank">GDC Vault</a> website.Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-10262091873656431312015-02-03T13:54:00.001+01:002015-02-03T13:59:12.948+01:00Llamasoft And The Space Giraffe(description TBA)
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/GRHJMf_jY8A/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/GRHJMf_jY8A?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-16304477175745313262015-02-03T13:50:00.004+01:002015-02-03T13:59:21.577+01:00The history of Llamasoft with Jeff Minter(description TBA)
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/eD1Xdz8Ovfc/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/eD1Xdz8Ovfc?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-83097675655115556252015-02-03T00:26:00.001+01:002015-02-04T13:55:30.980+01:00Julian Gollop lecture at GDS Bulgaria 2011At the 2011 Game Dev Summit in Sofia, Bulgaria, <b>Julian Gollop</b> gave a lecture on how to get your career started in game development. This is not directly related to old school game development, but I felt like including it anyway since it's interesting to watch. In this video, Gollop talks about how he got started making games on the ZX81 and BBC Model B, and then proceeds to give advice for programmers, game designers and level designers.
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://ytimg.googleusercontent.com/vi/I11RF1O-8d4/0.jpg" frameborder="0" height="266" src="http://www.youtube.com/embed/I11RF1O-8d4?feature=player_embedded" width="320"></iframe>Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-5674484214374593642015-02-03T00:17:00.003+01:002015-02-24T06:36:55.277+01:00The making of UFO: Enemy UnknownEdge Online has a <a href="http://www.edge-online.com/features/making-x-com-enemy-unknown/" target="_blank">making of article</a> on <i>UFO: Enemy Unknown</i> which, again, is a little short but still fun to read. <b>Julian Gollop</b> explains how he and his brother Nick pitched the game to MicroProse, and also talks about some of the problems that arose during its production.Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-27593298079726608902015-02-02T23:49:00.000+01:002015-03-04T17:15:00.049+01:00NowGamer interview with Julian GollopNowGamer had a very interesting interview with <b>Julian Gollop</b> (<i>Chaos</i>, <i>Rebelstar Raiders</i>, <i>Laser Squad</i>, <i>UFO: Enemy Unknown</i>) published in August 2011, which can be <a href="http://www.nowgamer.com/interview-with-xcom-creator-julian-gollop/" target="_blank">found here</a>. In this lengthy interview, Gollop talks about how he got started programming on the ZX81 and Spectrum, his love for board games, the many innovations in turn-based combat games that he and his brother Nick came up with, and the incredible success of UFO: Enemy Unknown.Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0tag:blogger.com,1999:blog-5455044467974895711.post-23738908323314425662015-02-02T23:42:00.002+01:002015-02-03T05:45:31.100+01:00UFO: Enemy Unknown post-mortem with Julian GollopHere's another excellent post-mortem video from GDC 2013, in which <b>Julian Gollop</b>, creator of <i>Rebelstar Raiders</i> and <i>Laser Squad</i>, revisits his biggest hit - the 1994 MicroProse tactical game <i>UFO: Enemy Unknown</i> (also known as <i>X-COM: UFO Defense</i>). This game spawned several sequels and also had a pretty successful remake of it released about two years ago, which I unfortunately haven't played much. The original game, however, is an absolute classic which me and my friends played a lot on our 486 PCs back in the days.
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You can also watch this video at the <a href="http://www.gdcvault.com/play/1017808/Classic-Game-Postmortem-X-COM" target="_blank">GDC Vault</a> website.
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To see the game in action, or if you enjoy watching <i>let's play</i> videos, check out Kikoskia's <a href="https://www.youtube.com/playlist?list=PLD91BACF0E36EE427" target="_blank">Let's Play X-Com UFO Defense</a> on YouTube.Anonymoushttp://www.blogger.com/profile/14674280081389992290noreply@blogger.com0