December 1, 2010

I’ve been working as a game developer since the summer of 1989 when I started out working on games for the Atari 7800.  I have a degree in Computer Engineering and have held the role of a programmer throughout my career.  When I was younger, I had a strong interest in game design and I had a number of ideas about what it was that made games better.  I was even lucky enough to do some design work on a game or two.  In the last decade or so, my interest in design has waned a bit, mostly because of the way video games have evolved over the years.  It’s not that I think games have gotten worse, but I think they have gotten a lot more complicated.  My old hypotheses about what made a good game don’t seem to be valid anymore (if they ever were); modern game designers and implementors seem to go against my hypotheses and still produce high quality, commercially successful games.  I still have a nagging feeling that I have some good ideas, though, but it’s not really practical to work against the tide of the modern game industry in my day job.

Maybe it’s possible to test out my old ideas by working alone in my downtime on some little mobile games.  That’s what I hope to find out with Inertia 360.  In addition,over the years I’ve had a number of ideas for game mechanics that I always wanted to try out to see if they’d be fun.  And I always have ideas for running a project efficiently, but can’t really test them out at work.  So Inertia 360 gives me the opportunity to try out a lot of things.

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