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  My History in the Game Industry

 

In the beginning...

I have been in the game industry "officialy" since September 1999, but I have been doing programming since I was a kid. I started with BASIC, worked my way to TurboPascal, and even tried some Vic20 assembly. My first game I made was in BASIC were each side of the screen had a ship a player controlled and you would move up and down shooting at the other player. I remember the computer science teacher getting sore at me because I didn't actaully pay attention to him and was working on this game. So how did I get into the industry? Well I majored in Computer Science at Central Michigan University (Hello Dr. Stuart Rubin!) and minored in art. Along the way, I got sidetracked with multimedia applications, and I was during the rise of Shockwave and Macromedia. My senior year at CMU, I worked on a Computer Science 101 book with Dr. Rubin where I created a multimedia game using Director to help teach the lessons in each chapter. I graduated CMU in May 1997 and moved back to Detroit.

O/E Learning

My first job was actually in multimedia working for a company called O/E Learning. The company was owned by the Vlasic family (yes the pickles). I was doing good at O/E Learning but the itch to make games never went away and I started working several projects, one was Doom Survivors and the other was Montana Madness. Doom Survivors was similar in feel to Legend of Zelda using Id Software's doom assets for art. The game was no where near complete game but I think it did demonstrate that I was extremely passionate about game development. Montana Madness started out as sortof a joke because my ex-wife's mother took a trip to Montana and returned with tales of shooting prairie dogs because they were a nuisence and broke the legs a cattle when they would fall into the hold the prairie dogs made. I personally found it cruel and made a game out of it to make a statement of sorts. It was a simple whack-a-mole type game except the animals like dogs and cats would pop out of the holes and you cannot shoot them. Of course shooting any of them resulted in bloody missing chunks.

Acclaim Entertainment & Football

Using those two demos I broke in at Acclaim Austin (formerly Iguana Entertainment) to work on NFL Quarterback Club 2000 for the Dreamcast. I actually came on at the tail end of the project so I didnt contribute much to that game. My first task on that project was player indicators (both off screen and on screen).This really was the unseeming start to my role as graphics programmer on future titles. After QBC 2000, Acclaim decided to skip 2001, and work two years on QBC02 so we could catch up to Madden. I started actively taking on more engine/graphics tasks and I ended up helping the All-Star Baseball team with some engine work. We tried to share more tech with them but we could never get synced up.

Working on a sports teams at Acclaim was a very interesting experience especially QBC. Many of the programmers on QBC didn't want to work on sports game and the rest of the company didn't really want to support us. I remember we hired a guy from the UK to come work at Acclaim Austin. The QBC programming team was in desperate need for help and the guy told management that he'd rather go back to the UK than work on QBC.

With only a 4 months left before we shipped, management decided they "needed" the Quarterback Club Challenge. It is a real life charity event in which all the quarterbacks in the club attend before the Pro-Bowl. Sorta itching for a challenge I jumped at the chance working with one artist (a little UI work from another) I jumped in head first. Many people on the team weren't happy about it and felt like we should be working on the game instead of on the Challenge Game. My design document was a video tape of the last Quarterback Challenge and I decided to make it look exactly like the tape I watched. I must have watched that tape 100 times, but in the end it looked great. Even the reviewers who said the game was a decent football game loved the Challenge event. I was very proud to be part of that.

So after NFL QBC 2002 shipped, we began working on 2003. I felt pretty optimistic about 2003 and thought we had figured out how to make it good. Unfortunently, QBC 2003 would never make the shelves. Accalim became less interested in investing in a football game and Madden securing an exclusive simulation NFL license sealed the deal. It is funny turn of events because back in, I think, 1995, Acclaim did the same thing to Madden, but it was only a year exclusive deal. So Madden could not use the official teams that year. Acclaim was also suffering from its first round of self inflicted financial troubles. I feel like I should tell that story too, but I will leave that out for now. So Acclaim wasnt paying the bills for motion capture and stats from Stats Inc. and production stopped.

Boom-shaka-laca

After QBC was officially cancelled, Acclaim dug into its bag of IP's and pulled out NBA Jam. All of us were very excited to work on a sports game with such a legacy. We also knew people were expecting alot. NBA Street, now on the market set the bar for arcade style basketball, yet we felt we could deliver that craziness that Jam was know for.

 

To be Continued...