Participatory Gaming Culture

Total Page:16

File Type:pdf, Size:1020Kb

Participatory Gaming Culture Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that dichotomies between independent game design and mainstream design based on team size, commercial appeal or creative audacity are non-constructive. Instead, I consider the potential for a personal connection between player and designer a trademark of the indie scene. I investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game, instead of regular channels like blogs and Twitter. I argue that such a dialogue is established by means of abusive game design, a concept developed by Douglas Wilson and Miguel Sicart of the University of Copenhagen. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. This would allow for a dialogue between player and creator. This dialogue is part of a participatory culture in which existing conventions are questioned and modified, and then fed back to the mainstream. However, in a case study of indie title Super Crate Box (2010), it appears that in order to provide a worthwhile playing experience, indie designers need to strike a careful balance between their wish for a personal 'mark' and conventional, user friendly design that masks their presence. Tags: participatory culture, indie game design, abusive game design, mainstream, convention-breaking 3 “An abusive game designer is like a virus – one which avoids killing the host in order to better propagate throughout the population.” Douglas Wilson & Miguel Sicart, in “Now It’s Personal: On Abusive Game Design” (2010) 4 Acknowledgements I thank my supervisor Erna Kotkamp for her advice, criticism, helpful references to academic articles and the occasional political debate. I extend my gratitude to René Glas, who provided me with helpful suggestions and criticism for completing this thesis. A special, warm 'thank you' to the people at Dutch Game Garden: Jan-Pieter van Seventer, Viktor Wijnen, Sjors Houkes, Joshua de Jong and Zuraida Buter. For hiring me as an intern at their office in 2010 and introducing me to the Dutch game industry. I thank indie developers Jan Willem Nijman and Rami Ismail of studio Vlambeer for (unwittingly) inspiring me to write this thesis. A great amount of classic rock artists on Spotify kept me going these pasts months. They managed to fire me up enough each day to continue finishing this thesis. Many thanks to Queen, Kansas, Asia and others. I also wish to thank my fellow students. Mainly through the medium of Twitter, they provided me with advice, helpful links, support and distraction. During my years of study, I could always count on the love and support of two people: my parents Marij and William van Best. I'd like to use this little space to thank them for always being there for me. Without them, I would not be where I am now. I also thank my sister Carline for her love and advice. Many thanks to Mieke for her love, advice and patience, and motivating me to complete this thesis. I wouldn't have been the same if it weren't for her. 5 Table of Contents 1.0 – Introduction ......................................................................7 1.1 - Changes in the industry .................................................................7 1.1.1 New independence............................................................7 1.1.2 Marketability of indie games.................................................8 1.1.3 Personal connection: a trademark of indie?..............................10 1.1.4 Research question & methodology.........................................11 1.1.5 About Super Crate Box......................................................13 2.0 – Game design and participatory culture.....................................15 2.1 – What is participatory culture?.........................................................15 2.1.1 Defining participatory culture..............................................15 2.1.2 Underlying paradigm of participatory culture...........................16 2.1.3 Importance of participatory culture......................................17 2.1.4 Extended cultural industries and lead users.............................18 2.2 – Games and participatory culture......................................................21 2.2.1 Different degrees of participation: interpretation......................21 2.2.2 Different degrees of participation: reconfiguration & construction..22 3.0 - Abusive game design as participatory culture.............................24 3.1 - Exploring abusive game design........................................................24 3.1.1 A dialectic relationship between player and designer..................24 3.1.2 Forms of abusive game design.............................................25 3.2 - Super Crate Box as abusive game.....................................................26 3.2.1 Unfair Design..................................................................26 3.2.2 Aesthetic Abuse...............................................................28 3.2.3 Physical Abuse................................................................29 3.2.4 Lying to the Player...........................................................29 3.2.5 Social Abuse...................................................................30 4.0 - Conclusion.......................................................................31 5.0 – References.......................................................................33 5.1 Scientific articles, books, blog posts and news articles..................33 5.2 Developers' blogs and indie forums..........................................35 5.3 Ludography......................................................................36 5.4 Images............................................................................37 6 1.0 – Introduction 1.1 - Changes in the industry 1.1.1 New independence Independent video game developers have been on the rise in recent years. Titles like Super Meat Boy (2010), VVVVVV (2010), flOw (2007) and Braid (2008) were created by teams consisting of only a handful of people yet they garnered plenty of critical and in some cases financial success. This is an interesting development, since for a long time it seemed as if games created in the proverbial attic or basement, described in such seminal works as Joystick Nation (Hertz, 1997) and Trigger Happy (Poole, 2000), were gone for good. The dawn of the first Playstation and the “era of expensive team-based 3D game production” had seemingly killed off the lone coder, reminisces game journalist Keith Stuart in a web article for British newspaper The Guardian. In his piece he compares the current generation of independent designers with those from the 1980's, such as the Bitmap Brothers and Sensible Software. The difference with the 80's, according to Stuart, lies in the current abundance of “...cheap powerful computers, freely available open source software and various online distribution channels...” that make it possible for designers to create games more easily, cheaper and with a higher chance of marketability. (Stuart, 2010) Although not every independently produced game is profitable, at least some of the 'new indies' seem to be commercially or critically successful. In an industry dominated by heavily marketed titles that are supposed to bring in millions in revenue, digital distribution platforms provide a channel for small projects to be relatively easily and cheaply put on the market and -in some cases- garner a decent enough profit to secure the prolonged development activities of the designer(s). Braid by Jonathan Blow made 825.000 dollars on Xbox Live in its first week. (Sridharan, 2008) Minimalist puzzle platformer Limbo (2010) by Danish studio Playdead sold 300.000 copies costing 15 dollars each in its first month of release. (Sheffield, 2010) The Humble Indie Bundle (2010), containing five acclaimed independent titles that had been on the market for some time, made 1.273.613 dollars, of which 392.953 dollars went to charity. Its successor, the Humble Indie Bundle 2, raised more than 1,8 million dollars. (Wolfire Games, 2010) Although numbers like these are dwarfed by profit margins of successful retail titles like Treyarch's 2010 title Call of Duty: Black Ops, which generated 360 million dollar revenue on day one, (Graft, 2010) it must be remembered that indie titles differ from big publishers' titles in several important ways: they generally take less time to make (counting man-hours, at least), rely less on graphical prowess and visual or cinematic realism, are created by smaller teams and skip the retail process thanks to digital distribution. All this cuts down on costs, even though distributing titles over download channels is not free as the proprietor takes a license fee and a chunk of the sales.1 1 Indie developers pay Microsoft a 99 dollar license fee for an XNA tool kit, in order to develop for Xbox Live Arcade or Windows Mobile. The use of this tool kit is not mandatory since open source tools can also be used. However, Microsoft takes around 30 to 70 percent of sales for games, depending on their participation in the project. Developing PSN games for Sony's Playstation
Recommended publications
  • Download Box
    Download box click here to download Use Box on all of your devices. Download Box Sync, Box Capture, and Box Edit for your desktop or smartphone. Box Sync is a desktop sync application that keeps all your files safe and No need to download, edit, and re-upload files you're working on. Ready to sync your files and folders to Box? It's easy to get started: Install Box Sync 4. Download Sync 4 for Windows or Mac and run the installer to get started. Find Box, Inc. software downloads at CNET www.doorway.ru, the most comprehensive source for safe, trusted, and spyware-free downloads. Winner of PC Magazine's Editors' Choice Award: "There are plenty of excellent file-syncing storage services, but, on Android, the Box app takes the cake.". Downloading Dropbox Your Dropbox download should automatically start within seconds. Once the download finishes, click Run to start installing Dropbox. Download this app from Microsoft Store for Windows 10, Windows , See screenshots, read the latest customer reviews, and compare ratings for Box. Box Sync for Mac: Free Download - Online synchronization tool for www.doorway.ru; free 10 GB account. Download the latest versions of the best Mac apps at MacUpdate. Download Box Sync. Box offers secure, scalable content-sharing that both users and IT love and adopt. By downloading, you agree to the terms and conditions of the respective license. If you are using VirtualBox , please download the extension pack here. Fast downloads of the latest free software!*** With Box you can share files as a link, or sync files on your desktop.
    [Show full text]
  • The Poetics of Reflection in Digital Games
    © Copyright 2019 Terrence E. Schenold The Poetics of Reflection in Digital Games Terrence E. Schenold A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2019 Reading Committee: Brian M. Reed, Chair Leroy F. Searle Phillip S. Thurtle Program Authorized to Offer Degree: English University of Washington Abstract The Poetics of Reflection in Digital Games Terrence E. Schenold Chair of the Supervisory Committee: Brian Reed, Professor English The Poetics of Reflection in Digital Games explores the complex relationship between digital games and the activity of reflection in the context of the contemporary media ecology. The general aim of the project is to create a critical perspective on digital games that recovers aesthetic concerns for game studies, thereby enabling new discussions of their significance as mediations of thought and perception. The arguments advanced about digital games draw on philosophical aesthetics, media theory, and game studies to develop a critical perspective on gameplay as an aesthetic experience, enabling analysis of how particular games strategically educe and organize reflective modes of thought and perception by design, and do so for the purposes of generating meaning and supporting expressive or artistic goals beyond amusement. The project also provides critical discussion of two important contexts relevant to understanding the significance of this poetic strategy in the field of digital games: the dynamics of the contemporary media ecology, and the technological and cultural forces informing game design thinking in the ludic century. The project begins with a critique of limiting conceptions of gameplay in game studies grounded in a close reading of Bethesda's Morrowind, arguing for a new a "phaneroscopical perspective" that accounts for the significance of a "noematic" layer in the gameplay experience that accounts for dynamics of player reflection on diegetic information and its integral relation to ergodic activity.
    [Show full text]
  • Course Catalog 2018-2019
    Course Catalog 2018-2019 4415 Warwick Blvd. Kansas City, MO 64111 kcai.edu Important Notice: The Kansas City Art Institute (KCAI) course catalog is published online annually and is primarily intended for use by students, faculty and staff. The catalog provides an overview of the college’s curriculum and academic programs and certain educational resources. Additional information about academic requirements, administrative departments, course offerings and content, degree requirements, and policies and procedures may be provided in other publications by the Registrar and relevant academic departments and faculty. The information contained in this catalog is subject to change by KCAI at any time, including prior to and during the academic year, without notice to affected persons. The catalog does not create a contract (express or implied) between the student and KCAI or an enforceable promise or representation. Changes authorized by KCAI apply to current and prospective students and to those previously enrolled. It is the responsibility of the individual student to monitor changes and confirm that all appropriate degree requirements are met. Academic advisors are also available to meet with students to assist with degree requirements. Table of Contents Important Notice 2 Table of Contents 2-3 Introduction 4 Contact Information 5 Faculty Information 5 Accreditation 5 Academic Calendar 6 Admission Criteria 6 Academic Resources 6-9 Advising and Career Services 6-7 Academic Support 7 Disability Services 7 Global Studies 7-8 Library 8-9 Academic
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • Printmgr File
    Baron Funds® June 30, 2021 Quarterly Report “Texans would be without electricity for longer maintain that building. Champlain Towers you won’t need to spend your depreciation than three days to keep the federal government homeowners’ inability to commit to making reserve. Since depreciation is a cost, it should out of their business.” Former Texas Governor timely property investments was likely due to not have a multiple attached to it and be added and Former United States Energy Secretary sticker shock from increasingly costly repair to the value of a property. If you don’t spend Rick Perry. February 18, 2021. projections. Shockingly, an engineering report by depreciation in a given year, it is just deferred outside consultants in 2018 indicated maintenance. It is not eliminated maintenance,” President Trump’s former Energy Secretary Rick deterioration of that seaside building required an Jay continued. Perry made that remark during the severe immediate investment of at least $9 million by February 2021 winter storm that crippled Texas’ Baron has significantly outperformed markets and its middle class and retiree residents. This was to electric power grid. Due to that catastrophic most competitor funds over the long term. We repair the building’s crumbling concrete and electric utility failure, large segments of Texas’ believe one important reason is that Baron chooses rebar foundation that had been damaged by populace were without heat, power, and fresh to invest in businesses that make continual and water for several days. substantial investments in their businesses to make them durable. This is rather than trying The proximate cause of that outage was to maximize their businesses’ earnings in a Texas utilities’ under investment in current period.
    [Show full text]
  • Game Developer Power 50 the Binding November 2012 of Isaac
    THE LEADING GAME INDUSTRY MAGAZINE VOL19 NO 11 NOVEMBER 2012 INSIDE: GAME DEVELOPER POWER 50 THE BINDING NOVEMBER 2012 OF ISAAC www.unrealengine.com real Matinee extensively for Lost Planet 3. many inspirations from visionary directors Spark Unlimited Explores Sophos said these tools empower level de- such as Ridley Scott and John Carpenter. Lost Planet 3 with signers, artist, animators and sound design- Using UE3’s volumetric lighting capabilities ers to quickly prototype, iterate and polish of the engine, Spark was able to more effec- Unreal Engine 3 gameplay scenarios and cinematics. With tively create the moody atmosphere and light- multiple departments being comfortable with ing schemes to help create a sci-fi world that Capcom has enlisted Los Angeles developer Kismet and Matinee, engineers and design- shows as nicely as the reference it draws upon. Spark Unlimited to continue the adventures ers are no longer the bottleneck when it “Even though it takes place in the future, in the world of E.D.N. III. Lost Planet 3 is a comes to implementing assets, which fa- we defi nitely took a lot of inspiration from the prequel to the original game, offering fans of cilitates rapid development and leads to a Old West frontier,” said Sophos. “We also the franchise a very different experience in higher level of polish across the entire game. wanted a lived-in, retro-vibe, so high-tech the harsh, icy conditions of the unforgiving Sophos said the communication between hardware took a backseat to improvised planet. The game combines on-foot third-per- Spark and Epic has been great in its ongoing weapons and real-world fi rearms.
    [Show full text]
  • The Art of Impression Management in the Atlanta Lolita and Japanese Street Fashion Community
    Georgia State University ScholarWorks @ Georgia State University Anthropology Theses Department of Anthropology 12-17-2014 The Fashion of Frill: The Art of Impression Management in the Atlanta Lolita and Japanese Street Fashion Community Chancy J. Gatlin [email protected] Follow this and additional works at: https://scholarworks.gsu.edu/anthro_theses Recommended Citation Gatlin, Chancy J., "The Fashion of Frill: The Art of Impression Management in the Atlanta Lolita and Japanese Street Fashion Community." Thesis, Georgia State University, 2014. https://scholarworks.gsu.edu/anthro_theses/87 This Thesis is brought to you for free and open access by the Department of Anthropology at ScholarWorks @ Georgia State University. It has been accepted for inclusion in Anthropology Theses by an authorized administrator of ScholarWorks @ Georgia State University. For more information, please contact [email protected]. THE FASHION OF FRILL: THE ART OF IMPRESSION MANAGEMENT IN THE ATLANTA LOLITA AND JAPANESE STREET FASHION COMMUNITY by CHANCY J. GATLIN Under the Direction of Emanuela Guano, PhD ABSTRACT The Atlanta Lolita and Japanese Street Fashion Community is a multifaceted fashion community that developed in the early 2000s. The majority of the members wear Lolita fashion which is a fusion of Victorian era dress, Rococo costume, and various Japanese street fashions. Lolita fashion developed on the streets of Tokyo Japan in the 1990s and has since spread across the world. The Atlanta Lolita and Japanese Street Fashion Community heavily relies on the building and maintenance of impressions by its members. In this thesis, I analyze face-to-face and virtual community organization, fashion, and photography to illustrate how members of the community build their impressions, how they are maintained, or how they are threatened.
    [Show full text]
  • Participatory Gaming Culture
    Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game.
    [Show full text]
  • Materials, Machines, Meanings. Possible Design Strategies to Compensate Three Key Shortages of Distributed Manufacturing
    Materials, machines, meanings. Possible design strategies to compensate three key shortages of distributed manufacturing Viktor Malakuczi a a Sapienza University of Rome, Department of Computer Science: Rome, Italy. Corresponding author: [email protected] ABSTRACT This contribution starts by observing the low presence of “indie made”, distributed and digital fabrication based products in the everyday life of most people. We assume that this low presence is a result of limitations regarding the available physical behaviors, achievable functionalities, and accessible market, all of which can be optimized to the extreme with mass manufacturing. The paper explores possible design strategies to compensate these three key shortages of indie manufacturing for everyday life, aiming at better materials, more advanced functional “machines”, as well as alternative ways of creating meaning. To broaden the available material qualities, the discussed strategy is developing (and designing with) microstructures to simulate various materials. To enter more functional product domains, or machines, the paper suggests facilitating the integration of mass-produced functional elements (e.g. electronics) into product “shells”, realizable with distributed manufacturing. Finally, to compensate for limited distribution and marketing resources, we discuss the strategy of leaving the design project open for user interventions, focusing on the conceptual development of meaningful personalizable design. Regarding this latter, the paper also describes a design method and canvas tool, while the suggestions on materials/machines raise awareness around issues and upcoming solutions, contributing to some parts of the canvas. Keywords: Additive Manufacturing; Design Method; Electronics Prototyping; Microstructures; Personalization; Standardization. INTRODUCTION “Enabling indie designers and makers”, as the journal issue aims to, is a multifaceted challenge.
    [Show full text]
  • Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture By
    Independent Video Games and the Games ‘Indiestry’ Spectrum: Dissecting the Online Discourse of Independent Game Developers in Industry Culture by Robin Lillian Haislett, B.S., M.A. A Dissertation In Media and Communication Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY Approved Dr. Robert Moses Peaslee Chair of Committee Dr. Todd Chambers Dr. Megan Condis Dr. Wyatt Philips Mark Sheridan Dean of the Graduate School December, 2019 Copyright 2019, Robin Lillian Haislett Texas Tech University, Robin Lillian Haislett, December 2019 ACKNOWLEDGMENTS This is the result of the supremely knowledgeable Dr. Robert Moses Peaslee who took me to Fantastic Fest Arcade in 2012 as part of a fandom and fan production class during my doctoral work. This is where I met many of the independent game designers I’ve come to know and respect while feeling this renewed sense of vigor about my academic studies. I came alive when I discovered this area of study and I still have that spark every time I talk about it to others or read someone else’s inquiry into independent game development. For this, I thank Dr. Peaslee for being the catalyst in finding a home for my passions. More pertinent to the pages that follow, Dr. Peaslee also carefully combed through each malformed draft I sent his way, narrowed my range of topics, encouraged me to keep my sense of progress and challenged me to overcome challenges I had not previously faced. I feel honored to have worked with him on this as well as previous projects.
    [Show full text]
  • SPD 49 MEDAL FINALISTS Press Release 4-17-14
    The Society of Publication Designers 27 Union Square West, Suite 207 New York, NY 10003 tel: 212.223.3332 fax: 212.223.5880 e-mail: [email protected] For more information contact: Keisha Dean FOR IMMEDIATE RELEASE SOCIETY OF PUBLICATION DESIGNERS ANNOUNCES 49th ANNUAL AWARDS FINALISTS The Society of Publication Designers is pleased to announce the Medal Finalists from our 49th Annual Design Competition. The SPD Competition recognizes the highest examples of design, photography and illustration excellence in both print and digital platforms. This outstanding work is represented in the SPD Annual, which is an invaluable resource for editors, art directors, photographers, and typographers worldwide. Print Chairpersons Alex Grossman, Creative Director, Bon Appétit and Cybele Grandjean, Partner, Ligature led this year’s SPD Competition. With over 40 editorial creatives from Print and Digital serving as on the jury, only the best work was selected from approximately 6,000 entries and 88 categories to be presented in the SPD PUB 49 Annual. Digital Chair Scher Foord, Executive Director of Design, Condé Nast Technology led a stellar group of judges for the digital categories. And, Magazine of the Year Chair, Robert Newman, Creative Director @newmanology, once again masterfully led the jury for the Society’s most prestigious award. About 60 different publications represent the Print Medal Finalists, including: 5280, Achtung, Aire, The American Prospect, Bloomberg Businessweek, Bloomberg Pursuits, Bon Appetit, Boston, Cat People, Condé Nast Traveler,
    [Show full text]
  • 8Th Annual Games for Change Attendee Contact Info (Opt
    !"#$%&&'%($)%*+,$-./$0#%&)+$%""+&1++$0.&"%0"$2&-.$3.4"$2&5 First Name Last Name Job Title Company Twitter Website 150 word bio Rachel Mohl Abrahams Program Officer The AVI CHAI Foundation http://www.avichai.org Pam Abrams is a director at the Joan Ganz Cooney Center at Director Joan Ganz Cooney Center Sesame Workshop dedicated to exploring the healthy Pam Abrams Partnerships and Strategy at Sesame Workshop http://joanganzcooneycenter.org intersection of kids and technology. Matthew Adamec Student Champlain College EMC champlain.edu/emc LaToye is a research associate at the Michael Cohen Group. Prior to joining MCG, LaToye was a Research Analyst at Nickelodeon where she contributed to many award-winning animated series. She earned a Bachelors of Fine Arts in Film & Animation from Rochester Institute of Technology where she also spent four years in the classroom as a teachers aide. LaToye was awarded an Early Career Fellowship at the Fred Rogers Center where she produces media for under-resourced families of young children. She is also pursing her MA in Developmental Psychology for Educators at Teachers College, Columbia University. Her research interests include print, LaToye Adams Research Associate The Michael Cohen Group toyetweets http://www.mcgrc.com broadcast and interactive media for children. Wesley Adams Strategist Purpose wesadamsnyc Michael Agustin co-founded GameSalad with the intention of making game creation a lifestyle accessible to everyone, not simply a tool for the technically literate. In a previous life, Michael designed tools and artificial intelligence (AI) at Edge of Reality for console games such as Pitfall: The Lost Expedition and Sharktale.
    [Show full text]