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Steve Fulton's Comments

Comment In: [News - 03/26/2014 - 12:57]

Hey George Lucas, can you ...

Hey George Lucas, can you return that You Ruined My Childhood trophy I sent you a decade ago I think I have found a new, more worthy recipient.

Comment In: [Blog - 03/24/2014 - 01:23]

Hands down, this was my ...

Hands down, this was my favorite speech from GDC.

Comment In: [News - 03/20/2014 - 02:49]

One of my favorite Atari ...

One of my favorite Atari 800 memories was seeing a demo of Behind Jaggi Lines at my local Atari User Group in 1984/1985. I was too young to understand that it was a pirated early version of Rescue On Fractalus, and that piracy would force Lucasfilm to stop making games ...

Comment In: [Blog - 03/15/2014 - 05:05]

From what I have gleaned ...

From what I have gleaned from some of the people who worked there in the early days, after they were bought out, their R D was stunted. At any rate, Flash was the perfect platform for what they did. It was like lightening in a bottle.

Comment In: [Blog - 01/02/2014 - 08:48]

This is very good, thanks ...

This is very good, thanks

Comment In: [Blog - 12/03/2013 - 02:18]

Yep, but it 's been ...

Yep, but it 's been a long time coming. r nThe dedication in my 2011 book on the HTML5 Canvas read: r n r n To Flash

Comment In: [News - 12/05/2013 - 04:16]

You go Marty ...

You go Marty

Comment In: [Blog - 12/04/2013 - 05:08]

Good interview ...

Good interview

Comment In: [Blog - 11/30/2013 - 07:14]

In 1983, at 13 years ...

In 1983, at 13 years old, I sat down with my second-hand, 2.4mhz, 48K Atari 800 computer and made my own games. Today I sit down at 8-Core, 8 GB Windows laptop, and I do the same thing. You are correct, I make games for no other reason than because ...

Comment In: [Feature - 11/04/2013 - 04:00]

Every 4 years or so ...

Every 4 years or so a game cycle ends, customers move on the next big thing, and people who love to make games are stuck wondering what happened Nothing really happened except that too many games employed the same ideas, experiences got stale and the customers grew tired of something ...

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