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335:. In a 2020 interview, Blow said he was convinced 1996 was the most difficult time in history to start a video game company because of the transition from 2D to 3D titles. A number of components of the game were challenging to implement, but Blow learned from the experience—he said; "we went broke, and I was burned out for several years after that from working hard ... but that's how I became a good programmer".
281:, an undergraduate computer-interest organization. During college, Blow wrote some science fiction, which he published under a pseudonym. He spent five years at UC Berkeley but dropped out with less than one semester to go. He said; "I was really depressed about being at school, I didn't like it. I didn't have a good time."
697:, but ultimately expressed the desire to create a new language. Blow estimated a new programming language designed for game development could reduce typical development time by at least 20% and make programming more enjoyable. He also said the language would be relatively easy to create compared to creating a game like
987:, a game he thought in 2017 "may be the best puzzle of all time", was rarely discussed in development circles, indicating a stagnation of the development scene. The comments attracted social-media attention, which Blow found troubling, noting; "The job isn't to be in a community; the job is to make a good game."
513:. Blow felt time spent meeting the XBLA certification process would have been better spent polishing the game, but he noted Microsoft was "very hands-off" with game design, and that "the final game is exactly what I wanted to put there". Blow estimated he spent more than $ 180,000 of his own money to develop
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Blow considers much of current software to be of low quality. He noted in a 2020 interview "I think we're now in a situation where everybody in the world is flooded with low quality software, and everybody wishes that they had higher quality software." He considers most of what programmers currently
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Despite being seen as a role model for independent development, Blow is uncomfortable with being described as an indie developer: he feels the indie game scene has changed into something in which he does not belong. In 2019, he said the independent development scene had changed in that it was easier
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of a physics-intensive, online, multiplayer game about giant robots attacking a town. Blow and Atman
Binstock did most of the programming for the game; Blow wrote the client-side code, graphics, and gameplay, while Binstock wrote the physics engine to run on the server from scratch. After submitting
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Blow said when he makes a game, he tries to make something he would want to play and be interested in. He wants to understand the world from many perspectives, and tries to uncover and understand truths about the universe through game design. Blow enjoys exploring the permutations of a simple idea.
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For example, a game may ask a player to make a decision based on a list of possible outcomes with their probabilities, but it is possible for the game to use a different set of probabilities when selecting an outcome. Blow considers designs which do this to be self-sabotaging, and said that games
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Blow thinks there are individual elements of storytelling which work well in games, including mood, character and setting; but considers games to be a terrible medium for storytelling in general. As of 2016, he considered the quality of storytelling in games to be significantly lower than that in
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as having a "reputation for doing outstanding work", and is known for voicing his opinions about the gaming industry. He has been described as a "prickly genius", and as the game industry's "most cerebral developer, but also as its most incisive and polarizing internal critic". Commenting on his
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began in 2008. Blow created prototypes of several game ideas before choosing the one he liked the most, despite it being a 3D game which he "absolutely didn't want to do". Throughout development, Blow hired developers full-time and founded the company Thekla, Inc., of which he is president.
753:). The game was to include more than 15 hours of developer's commentary. Thekla originally planned to launch the game in early 2021, but it was pushed back, and eventually released on May 14, 2024 for multiple platforms. Blow was frustrated with the weak reception to the launch, saying
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were not sufficiently capable to build the game. Blow also noted that he tries to make games which stand the test of time, so owning his own engine means he can continue to provide the game to people in contrast to off-the-shelf engines that come with no such guarantee.
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do to be wasteful, describing programming in 2021 as dealing with unnecessary complexity. He has a low opinion of modern C++, describing it in 2020 as a terrible language, and was partly motivated to create Jai in order to improve the quality of life for programmers.
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literature. In 2018, he said many contemporary games include designs that are self-sabotaging and weaken the structure of the game they are in, despite such designs existing nearly a decade earlier, indicating stalled progress in the medium. He does not consider
685:, the programming language Thekla used to create the game. Blow considered the language to be over-complex, noting; "C++ is a powerful language in some ways ... but it makes a lot harder than it should be". In September 2014, Blow delivered a talk on his
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said Blow gave them a lot of autonomy when working on the game. Blow does not schedule development time for games at Thekla, noting; "we don't do it like
Electronic Arts. We don't pick a quarter and ship the game. We're just trying to make the best game."
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He described an ideal player of his games as someone who "is inquisitive and likes to be treated as an intelligent person". Blow hopes the design skills he developed by working on complicated games have made Jai better designed than most languages.
765:
In 2013, Blow began making a prototype for a single-player game that was not a puzzle game. In 2018, Blow said the game had 40–50 hours of playable content. He intends for Thekla to make the game using the game engine being developed for the
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game, once it has matured. He plans to work on the game for 20 years, releasing it in installments. Each installment will make the game larger and more complex. Blow noted one of his goals for the project is to expand his design abilities.
1985:
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was completed. Much of the work was done part-time because Blow also did consulting work and martial arts training. Blow felt the graphics and art style of the first version of the game "looked extremely amateur", and hired
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noted the game was released at a time when the market was dominated by violent and repetitive first-person shooters, yet "made an earnest effort to make an artistic statement" that went beyond this trend. The puzzles of
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as an undergraduate, double-majoring in computer science and
English. He started as a physics major but switched to computer science because he "just felt called in that direction". He was a member and president of the
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718:-style puzzle game for the game engine. In 2023, Blow described the game as "the biggest single-player puzzle game that anybody's ever made", and estimated that it would take over 400 hours for a player to complete.
231:, and his mother was an ex-nun. He is the fourth of five siblings, having two brothers and two sisters. Blow was raised as a Christian and said his family regularly attended church. Blow went to middle school in
613:, but the goal passed as the scope of the game increased. By 2015, the core team had grown to eight. At the time, it was very rare for a small, independent game studio to spend more than seven years on a game.
1007:, doing 15 hours a week towards the end of development. Through the training he learned meditation practices that helped him with game development, noting "I don't know if I would have finished
593:
for players, and tried to design the game so the player experiences "miniature epiphanies over and over again". Blow estimated solving every puzzle in the game would take more than 80 hours.
477:
involving time manipulation in
December 2004. Five months later, he began work on turning the prototype into a proper game, and by December 2005 the first version of what would be known as
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1019:. He discovered that dancing helps him generate ideas, and during the 1990s took a notebook to clubs to write down programming ideas that would come to him on the dance floor.
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Among other things, Blow hopes the language will improve the experience of game programming and allow programmers to build more functionality with less code. By working on the
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game, its engine, and Jai at the same time, Blow is able to test the language's design and adjust it early in its lifetime. As of August 2023, the Jai compiler is in a
444:. Blow said of this part of his life; "I was just stumbling forward like people do sometimes, and doing the best that I knew how to do, which at that time was programming".
2277:
1978:""A Higher Standard" — Game Designer Jonathan Blow Challenges Super Mario's Gold Coins, "Unethical" MMO Design And Everything Else You May Hold Dear About Video Games"
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to be inherently unethical, but thinks many games made for phones are "just pretending to be games in order to have a microtransaction button or show ads". He considers
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I used to when I was early in college, you know I wrote a little bit of science fiction and got some stuff published, it's under a pseudonym so you can't look it up.
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896:, noting that by doing so he had total creative freedom and thereby would not have to adjust the game to please the whims of a publisher. The team which worked on
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channel about the possibility of a new programming language designed for game development. He evaluated alternative systems-level programming languages such as
521:
was released in August 2008 to universal acclaim, was "an immediate sensation", and made Blow a millionaire. Braid was one of the earliest indie games to grace
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589:; the puzzle rules are never explained with words but the puzzles themselves teach the player the rules. Blow felt solving puzzles in this way could generate
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498:. The game's narrative is told through textual exposition between worlds, environmental art, and gameplay, and has been interpreted in many different ways.
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criticism, Blow said "I honestly say what I think about games, and I honestly say if I think something is good or not, and why". Stephen Totilo of
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to make and release a game than ever before, but that in terms of game-design "progress has not been as large as people assume". Blow noted
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Blow founded Thekla because he wanted creative freedom rather than out of aspiration to run a company. He used almost all of the profits of
297:
After leaving UC Berkeley, Blow worked at a "really boring" enterprise software company for six months, before taking a contracting role at
3385:
3808:
2057:
793:, which Blow said "affected me in a relatively deep way in terms of the way that I think about games". In college, his favorite game was
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324:, with Bernt Habermeier, whom Blow had met in the eXperimental Computing Facility. An artist later joined the company, and they created
239:
home computer provided him with his introduction to programming and computers. When his parents noticed his interest, they bought him a
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Blow's games have higher budgets and longer development times than most independently funded games, and have custom game engines.
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as "categorically defiant", and described its reception as being "widely quantified as a game created by a genius for geniuses".
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Only games where Blow has had a major role in development are included below. For example, works in which he is credited under
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After Blow closed his first studio, he worked as a contractor for game studios with large budgets. Games he worked on include
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2011:
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The game was released on
Windows and the PlayStation 4 in January 2016. Blow reported that the first week sales revenue of
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136:(2016). Blow became interested in game programming while at middle school. He studied computer science and English at the
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to create all of the game's art. For the story, Blow drew inspiration from some of his favorite books and films such as
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For example, if the company which made an engine goes out of business, obviously the engine may no longer be supported.
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artist David
Hellman said Blow was not stressed about time or budget, and that for him "the game always came first."
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Although several of Blow's hobbies are well-known, Blow has been described as being "intensely private". Blow began
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197:, and have larger budgets and longer development times than most independently funded games. Blow was featured in
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Blow's games are known for being artistic, challenging, and not following industry trends. In a retrospective on
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was revealed to the public in 2010, when three people were working full-time on the game. Blow hoped to release
585:(2016), a first-person game in which players solve puzzles by drawing paths. Blow wanted to create a game using
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182:. Full-time work on the language, code-named Jai, and a new game implemented in it began after the release of
145:
973:. While Blow strives to make his games meaningful, he has noted games with relatively empty gameplay, such as
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328:, a 3D action-strategy game for up to 32 players where players took control of heavily armed hovertanks.
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together with some other successful independent game developers. Blow appeared in the documentary film
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According to Blow, games have the potential to have a much-bigger role culturally and help define the
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Jonathan Blow was born in
Southern California in 1971. His father worked as a defense contractor for
149:
3647:"Jonathan Blow interview: How to fix the adventure, innovate mainstream games and do a sequel right"
121:(born 1971) is an American video game designer and programmer. He is best known for his work on the
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said Blow's criticism is not targeted towards individuals or specific games but industry trends.
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1015:. Blow is an avid dancer, and went out dancing several nights a week during the development of
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178:, the computer language Thekla used to create the game. He began designing and creating a new
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was critically and financially successful. During its development, Blow became frustrated with
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for it. The first year and a half of work on Jai was part-time because Thekla was shipping
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In 2014, Blow began designing the language, which is codenamed Jai, and started creating a
474:
320:. In early 1996, Blow co-founded the game company Bolt-Action Software, which was based in
179:
8:
3261:(AV Recording). mediaX at Stanford University. October 10, 2017. Event occurs at 1:04:21
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977:(MMOs) which keep players hooked with fake rewards, may be causing real harm to people.
347:
Throughout the early 2000s Blow wrote a monthly technical column for the print magazine
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3731:"Jonathan Blow, Opinionated Creator of Two Video Games, is 'Attempting to be Profound'"
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Blow's games are known for being artistic and challenging. They are made with custom
32:
4561:
4476:
3941:
3899:"Jonathan Blow interview: Do you believe social games are evil? "Yes. Absolutely.""
3856:
3764:"Casual Connect: Indie development is 'stagnant' says Braid creator, Jonathan Blow"
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At its height, Bolt-Action
Software had 14 employees. It folded in 2000 due to the
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was built with a relatively large budget for independent games at the time, while
140:, but dropped out to start a game company. After the company closed following the
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3132:
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2278:"The Witness: The creator of Braid talks about his fiendishly difficult new game"
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which did this belong in "the most central, deepest, most frozen circle of hell."
970:
825:
757:"sold like dogshit" and that Thekla couldn't afford to pay any of its employees.
410:
3857:"Jon Blow: "The job isn't to be in a community; the job is to make a good game""
4580:
4329:
4236:
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4041:"Jonathan Blow talks good design – for video games, team structure, and beyond"
3437:
2609:"Game of the Year Nominees and More Revealed for Game Developers Choice Awards"
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166:, and formed a company called Thekla Inc. After a lengthy development period,
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3809:"Jonathan Blow: 'I want to make games for people who read Gravity's Rainbow'"
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3101:"Braid: Anniversary Edition "sold like dog s***", says creator Jonathan Blow"
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2016:
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if I wasn't doing kung fu." He practiced tai chi during early development of
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During this time, Blow moved to New York City, where he was introduced to an
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took a large amount of development time. He noted that when development of
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235:. While there, he attended a fifth-or-sixth-grade computer class where the
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games and bad television at a
CreativeMornings meetup in Portland in 2013.
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4005:
3173:
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2986:"The April Q&A for the programming language beta has now been posted"
2913:. The University of Wisconsin – Milwaukee Digital Cultures Collaboratory.
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317:
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4490:
1744:"Experimental Gameplay Workshop at GDC 2022 Celebrates 20th Anniversary"
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were very rare for independent games at the time. Blow created a custom
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totaled over US$ 5 million, and was one of the top downloads on illegal
3651:
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2515:
2117:
1365:
1341:"The man and the island: Wandering through Jonathan Blow's The Witness"
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3522:
3376:"'The Witness' Creator Jonathan Blow on Science, Language and Reality"
3258:
Interactive Media and Games
Seminar — Fireside Chat with Jonathan Blow
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4270:
4192:
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3768:
3699:
3618:
3614:"The creators of The Witness on how they made a 100-hour puzzle game"
3510:
3282:"Revisiting Braid, the Indie Video Game That Set the Industry Ablaze"
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3018:
2830:
2446:"The Witness Sells 100,000 Copies, Xbox One Version Being Considered"
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is about retaining the player's attention for as long as possible.
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Blow's other contract work included particle effect programming on
228:
4288:
3784:"'Videogames Are Terrible For Telling Stories' Says Jonathan Blow"
2826:"Video: Jon Blow on building a new programming language for games"
1774:
742:. Blow said the remaster will be faithful to the original, saying
203:, and is known for his strong opinions about the gaming industry.
144:, Blow worked as a game development contractor. He co-founded the
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will not get any "Greedo shoots first" changes (a reference to a
714:
538:, in which he discusses his experiences developing and releasing
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4017:
2754:"Nothing else compares to the greatest video game of the decade"
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nominations, and appeared on 'Best of the decade' features from
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4362:"Episode 18: Game Designer Jonathan Blow Unpacks 'The Witness'"
3735:
3237:
3225:
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1627:
1615:
930:
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236:
4481:
3973:"MIGS 2007: Jonathan Blow On The 'WoW Drug', Meaningful Games"
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3878:
2576:"Bafta games awards 2017: Inside and Uncharted 4 lead the way"
848:—cost close to six million dollars. The development times for
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1867:
1821:
1809:
1724:
1712:
1700:
1452:"Game Designer Jonathan Blow: What We All Missed About Braid"
682:
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244:
216:
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3049:"Jonathan Blow's next project is Braid: Anniversary Edition"
1941:
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Blow talked about assumptions underlying game design at the
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O'Dwyer, Danny; Jayne, Jeremy (producers) (April 2, 2017).
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is a creative activity that involves problem solving while
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510:
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Seropian, Alexander; Marroquin, Aaron (October 12, 2023).
1911:
1909:
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2142:
2140:
2012:"10 years later, Braid remains the definitive indie game"
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427:
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3169:"Jonathan Blow: How Thekla is moving beyond The Witness"
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had earned more than $ 4 million, which he used to fund
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3848:
3470:"This Sprawling Puzzle Game May Be Your Next Obsession"
3286:
3080:"Braid, Anniversary Edition finally has a release date"
2911:"Thinking Outside the Box with Sokoban and Baba is You"
2385:"Announcing Braid, Anniversary Edition for PS4 and PS5"
1948:
1906:
1549:"Interview With Wulfram Development Team by Scott Keur"
814:
162:. He used its financial success to fund his next game,
4397:(Podcast). The Idle Thumbs Limited Liability Company.
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2669:"The 100 best games of the decade (2010–2019): 100–51"
2241:"Review: 'Indie Game' captures the struggle to create"
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websites. The game received critical acclaim, several
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their final report to IBM, the team took the game to
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2048:"Blow: 'Unnecessary' XBLA Hurdles Hurt Game Quality"
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4108:: Indievelopment conference. Event occurs at 21:24
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186:. A compiler for the Jai language is currently in
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2926:"With Braid remake, an influential indie returns"
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2216:"Independent Game Luminaries Announce Indie Fund"
2190:Guinness World Records Gamer's Edition 2015 Ebook
1639:
823:have been described as "tough" and "formidable".
666:2017–present: Jai programming language, untitled
4606:
4232:"The Sweat, Tears and Passion Behind the Pixels"
3938:"Jonathan Blow on future of video game industry"
3543:"Who is The Witness for? We asked Jonathan Blow"
2852:Ideas about a new programming language for games
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1926:
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2726:"The 30 best video games of the decade, ranked"
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2105:
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4439:"Braid and The Witness Creator, Jonathan Blow"
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2479:"The Witness Is Being Pirated a Lot, Dev Says"
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1185:Director, programming, design, writing, voice
844:—which was largely funded with the profits of
573:Blow talked about truth in game design at the
528:In 2010, Blow co-founded funding organization
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4306:. Vol. 309, no. 4. pp. 40–51.
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2418:"The Witness confirmed as a PS4 launch title"
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2698:"The 50 Best Games Of The Decade: The 2010s"
2187:Records, Guinness World (November 6, 2014).
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3841:. Game Developers Session. October 3, 2018.
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2003:
1321:
251:. In high school, he programmed games on a
4525:
4511:
3962:
3461:
3412:
3162:
3160:
3158:
3068:
3046:
3009:"Braid Anniversary Edition coming in 2021"
2947:"The Independent Mindset of Jonathan Blow"
2917:
2786:
2784:
2782:
2780:
2778:
2776:
2641:"The Best Games of the Decade (2010–2019)"
2567:
2152:"The Guilt of the Video-Game Millionaires"
1533:
1440:
1338:
387:, a monthly technical column for magazine
275:Computer Science Undergraduate Association
31:
4645:University of California, Berkeley alumni
4532:
3930:
3828:
3761:
3692:
3166:
2238:
1273:The game was released in an open beta on
555:
148:and wrote a monthly technical column for
3896:
3354:Hill, Jason (August 21, 2008). "Braid".
3273:
2908:
2072:
2000:
1515:UC Berkeley Computer Science Association
913:Blow discussed the similarities between
908:
568:
460:
400:research project about servers based on
342:
210:
4332:; Frazelle, Jessie (January 26, 2020).
3897:Caldwell, Brandon (February 15, 2011).
3644:
3611:
3540:
3370:
3319:"Review: Braid Innovates and Satisfies"
3155:
2773:
2723:
2695:
2543:"The Witness for PlayStation 4 Reviews"
2213:
2193:. Guinness World Records. p. 175.
2186:
2079:Brophy-Warren, Jamin (August 8, 2008).
1353:from the original on September 18, 2015
1151:Director, programming, design, writing
609:in 2013 as a launch title for the Sony
4607:
4413:
4320:: CS1 maint: ref duplicates default (
4229:
4182:
4038:
3728:
3427:
3279:
3209:from the original on December 19, 2021
3139:from the original on December 19, 2021
3077:
2923:
2859:from the original on December 19, 2021
2793:"Jonathan Blow: 'C++ is a weird mess'"
2790:
2606:
2574:Webber, Jordan Erica (March 9, 2017).
2573:
2476:
2443:
2415:
2319:
2275:
2168:from the original on September 7, 2015
2146:
2125:from the original on December 21, 2018
2060:from the original on December 21, 2008
2009:
1975:
1954:
1915:
1785:from the original on February 17, 2019
1754:from the original on February 11, 2022
1678:The Multiplayer Online Games Directory
1655:The Multiplayer Online Games Directory
1597:
1553:The Multiplayer Online Games Directory
1449:
1434:
1398:
1386:
1339:Machkovech, Sam (September 17, 2015).
434:; and programming on the music-action
243:, on which Blow learned to program in
4506:
4453:from the original on January 15, 2023
4401:from the original on January 14, 2023
4376:from the original on January 14, 2023
4295:
3950:from the original on January 15, 2023
3806:
3675:
3626:from the original on January 26, 2016
3593:from the original on December 3, 2022
3559:from the original on January 29, 2016
3504:
3486:from the original on January 24, 2021
3467:
3449:from the original on January 30, 2016
3433:"The Prickly Genius of Jonathan Blow"
2924:Totilo, Stephen (November 16, 2023).
2849:Blow, Jonathan (September 19, 2014).
2823:
2751:
2491:from the original on January 30, 2016
2458:from the original on February 4, 2016
2397:from the original on January 13, 2021
2364:from the original on December 7, 2011
2276:Kollar, Philip (September 17, 2015).
2046:; Alexander, Leigh (August 8, 2008).
1855:from the original on February 9, 2018
1803:
1570:Blow, Jonathan (September 27, 2010).
1315:
868:began, off-the-shelf engines such as
860:for both games, which in the case of
413:, whom Blow said were not impressed.
16:American game designer and programmer
4436:
4310:from the original on March 28, 2022.
4261:
4213:"Review: Braid, Anniversary Edition"
4210:
3999:
3645:Barratt, Charlie (August 10, 2011).
3612:Webster, Andrew (January 26, 2016).
3541:Hillier, Brenna (January 28, 2016).
3406:
3388:from the original on January 9, 2017
3353:
3316:
3194:
3124:
3047:Makedonski, Brett (August 6, 2020).
3006:
2971:
2896:
2881:
2848:
2696:McMahon, James (December 20, 2019).
2621:from the original on January 9, 2017
2382:
2355:
1842:
1772:
1671:
1648:
1569:
1546:
1482:
760:
158:Blow gained prominence in 2008 with
4389:Gaynor, Steve (February 15, 2014).
4340:(Podcast). Oxide Computer Company.
3854:
3729:Totilo, Stephen (August 10, 2011).
3298:from the original on March 19, 2022
3025:from the original on August 9, 2020
2588:from the original on March 10, 2017
2555:from the original on April 27, 2016
2523:from the original on April 27, 2016
2416:Parker, Laura (February 20, 2013).
2081:"Video Games: Braid — Advisor"
2024:from the original on March 19, 2022
467:Montreal International Games Summit
447:
13:
4188:"Jonathan Blow: The Path to Braid"
3335:from the original on March 3, 2009
2824:Wawro, Alex (September 19, 2014).
2477:Makuch, Eddie (January 29, 2016).
2444:Makuch, Eddie (February 2, 2016).
1976:Totilo, Stephen (August 8, 2007).
1750:. Informa PLC. February 11, 2022.
1491:from the original on July 14, 2011
1485:"How to program independent games"
1003:training when he began working on
975:massively multiplayer online games
677:Towards the end of development of
473:Blow created a prototype for a 2D
247:, often using exercise books from
138:University of California, Berkeley
60:University of California, Berkeley
14:
4666:
4466:
4422:Noclip – Video Game Documentaries
4344:from the original on June 3, 2020
3807:Marsh, Calum (January 27, 2016).
3693:Alexander, Leigh (June 6, 2014).
3099:Nightingale, Ed (July 31, 2024).
2953:(Podcast). Event occurs at 14:00
2909:Kersting, Erik (April 26, 2021).
2752:Marsh, Calum (December 5, 2019).
2724:Serrels, Mark (October 5, 2019).
2607:Makuch, Eddie (January 4, 2017).
2383:Blow, Jonathan (August 6, 2020).
2356:Blow, Jonathan (March 22, 2011).
2294:from the original on July 2, 2017
2214:Carless, Simon (March 12, 2010).
2010:Purdom, Clayton (April 4, 2018).
1775:"Articles from The Inner Product"
1521:from the original on May 28, 2022
1450:Dahlen, Chris (August 27, 2008).
1213:
1051:
779:In his youth, Blow liked playing
732:In August 2020, Thekla announced
290:1994–2000: Career beginnings and
4230:Rapold, Nicolas (May 18, 2012).
4223:
4204:
4148:
4120:
4039:Zuegel, Devon (August 2, 2021).
3800:
3695:"The Witness: Modeling epiphany"
3577:
3468:Moore, Bo (September 17, 2015).
3280:Meslow, Scott (August 8, 2018).
3195:Blow, Jonathan (March 1, 2019).
3167:Takahashi, Dean (July 2, 2018).
3125:Blow, Jonathan (March 1, 2019).
3078:Peters, Jay (November 9, 2023).
3007:Hall, Charlie (August 6, 2020).
2325:"Catching Up With Jonathan Blow"
2239:Goldstein, Gary (May 18, 2012).
1651:"Wulfram Goes Open Beta !!"
1547:Keur, Scott (February 8, 1998).
1483:Blow, Jonathan (June 22, 2011).
1464:from the original on May 4, 2009
1267:
1257:
994:
4625:American video game programmers
4098:Jonathan Blow (April 7, 2014).
3776:
3762:Whitehead, Dan (May 30, 2019).
3638:
3571:
3534:
3364:
3347:
3249:
3188:
3118:
3092:
3000:
2977:
2938:
2902:
2745:
2717:
2689:
2661:
2633:
2600:
2437:
2409:
2376:
2349:
2232:
2207:
2180:
1836:
1766:
1736:
1563:
1503:
1476:
1248:
921:Blow has been characterized by
904:
542:. In 2014 Blow stated sales of
375:. In 2002, Blow co-founded the
279:eXperimental Computing Facility
215:Blow learned how to program in
170:was released in 2016, and like
3792:. June 2, 2015. Archived from
3583:"Interview with Jonathan Blow"
3317:Snow, Jean (August 13, 2008).
2984:@Jonathan_Blow (May 9, 2023).
2390:Sony Interactive Entertainment
1168:Director, programming, design
1027:
958:appear superficially similar,
681:, Blow became frustrated with
509:via its distribution platform
501:In mid-2007, Blow signed with
377:Experimental Gameplay Workshop
146:Experimental Gameplay Workshop
1:
4620:American video game designers
4211:Helm, Jordan (May 13, 2024).
3855:Ong, Alexis (July 30, 2019).
2677:. Vox Media. November 4, 2019
1845:"Happycake Development Notes"
1649:Keur, Scott (July 24, 1998).
1573:Games and the Human Condition
1284:
1199:
1040:
630:Game Developers Choice Awards
565:The Witness (2016 video game)
206:
3198:Practice 2014: Jonathan Blow
3128:Practice 2014: Jonathan Blow
2791:Taylor, Ivy (July 3, 2018).
2511:"The Witness for PC Reviews"
2113:"Braid for Xbox 360 Reviews"
1289:
7:
774:
523:seventh-generation consoles
339:2001–2004: contracting work
46:1971 (age 52–53)
10:
4671:
4437:Price, Ted (May 9, 2021).
4298:"The Most Dangerous Gamer"
4296:Clark, Taylor (May 2012).
4255:
4012:Adam Ruins Everything 2017
3529:Adam Ruins Everything 2017
3517:Adam Ruins Everything 2017
3205:. Event occurs at 45:47.
3135:. Event occurs at 27:29.
1748:Game Developers Conference
1372:Adam Ruins Everything 2017
1180:Braid, Anniversary Edition
738:, a remastered edition of
735:Braid, Anniversary Edition
672:Braid, Anniversary Edition
575:Game Developers Conference
562:
454:
381:Game Developers Conference
4655:YouTubers from California
4640:People from San Francisco
4542:
4133:Oddworld: Munch's Oddysee
3839:"Keynote – Jonathan Blow"
1212:
1209:
1206:
1203:
1200:
1078:Oddworld: Munch's Oddysee
1050:
1047:
1044:
1041:
360:Oddworld: Munch's Oddysee
284:
233:Northern San Diego County
90:
82:
67:
54:
42:
30:
23:
4158:Inc (December 2, 2003).
1241:
1193:
1022:
587:non-verbal communication
581:Blow's next project was
426:; code review following
110:Jai programming language
4417:The Witness Documentary
2086:The Wall Street Journal
1843:Blow, Jonathan (2015).
1773:Blow, Jonathan (2014).
1117:Additional programming
1100:Additional programming
268:In 1989, Blow attended
123:independent video games
4186:(September 12, 2008).
4161:Deus Ex: Invisible War
4142:Microsoft Game Studios
2838:on September 22, 2014.
1095:Deus Ex: Invisible War
984:Stephen's Sausage Roll
946:evil, and noted while
918:
892:to independently fund
578:
470:
404:. Blow pitched them a
366:Deus Ex: Invisible War
354:
224:
4630:Indie game developers
4535:Indie Game: The Movie
4447:Game Maker's Notebook
4366:Adam Ruins Everything
4200:on December 20, 2008.
4130:(November 15, 2001).
2228:on November 10, 2010.
1902:on December 30, 2007.
1225:Indie Game: The Movie
912:
572:
535:Indie Game: The Movie
464:
372:Thief: Deadly Shadows
346:
241:TRS-80 Color Computer
223:during his childhood.
221:TRS-80 Color Computer
214:
200:Indie Game: The Movie
4360:(January 18, 2017).
4128:Oddworld Inhabitants
4101:Attempting Deep Work
3431:(January 29, 2016).
2337:on December 10, 2010
2323:(December 6, 2010).
2093:on December 26, 2008
1672:Keur, Scott (1998).
1661:on February 4, 1999.
1066:Design, programming
944:social network games
781:text adventure games
475:puzzle-platform game
180:programming language
3981:. November 28, 2007
3946:. August 13, 2012.
3707:on January 31, 2016
787:; his favorite was
755:Anniversary Edition
322:Oakland, California
4650:Video game writers
4168:) (1.0 ed.).
4140:) (1.0 ed.).
4043:. Notion Labs, Inc
3861:Games Industry.biz
2951:The Fourth Curtain
2797:Games Industry.biz
2649:. January 26, 2020
919:
579:
577:in Europe in 2011.
471:
457:Braid (video game)
355:
225:
4602:
4601:
4269:. Cambridge, MA:
4172:. Scene: Credits.
4170:Eidos Interactive
4166:Microsoft Windows
4144:. Scene: Credits.
4104:(YouTube video).
4086:Tone Control 2014
4074:Tone Control 2014
4062:On the Metal 2020
4024:On the Metal 2020
3925:On the Metal 2020
3885:On the Metal 2020
3244:On the Metal 2020
3232:On the Metal 2020
2246:Los Angeles Times
2200:978-1-908843-71-5
2150:(April 3, 2014).
1988:on March 16, 2010
1874:Tone Control 2014
1831:Tone Control 2014
1816:On the Metal 2020
1731:Tone Control 2014
1719:Tone Control 2014
1707:Tone Control 2014
1695:On the Metal 2020
1634:On the Metal 2020
1622:On the Metal 2020
1610:Tone Control 2014
1423:On the Metal 2020
1411:Tone Control 2014
1239:
1238:
1191:
1190:
940:microtransactions
761:Long-term project
385:The Inner Product
277:, as well as the
116:
115:
4662:
4527:
4520:
4513:
4504:
4503:
4493:
4462:
4460:
4458:
4433:
4431:
4429:
4410:
4408:
4406:
4385:
4383:
4381:
4353:
4351:
4349:
4325:
4319:
4311:
4292:
4249:
4248:
4246:
4244:
4227:
4221:
4220:
4208:
4202:
4201:
4196:. Archived from
4180:
4174:
4173:
4152:
4146:
4145:
4124:
4118:
4117:
4115:
4113:
4095:
4089:
4083:
4077:
4071:
4065:
4059:
4053:
4052:
4050:
4048:
4036:
4027:
4021:
4015:
4009:
4003:
3997:
3991:
3990:
3988:
3986:
3969:
3960:
3959:
3957:
3955:
3943:CBS This Morning
3934:
3928:
3922:
3916:
3915:
3913:
3911:
3894:
3888:
3882:
3876:
3875:
3873:
3871:
3852:
3843:
3842:
3835:
3826:
3825:
3823:
3821:
3804:
3798:
3797:
3796:on June 7, 2015.
3780:
3774:
3773:
3759:
3748:
3747:
3745:
3743:
3726:
3717:
3716:
3714:
3712:
3703:. Archived from
3690:
3679:
3673:
3664:
3663:
3661:
3659:
3642:
3636:
3635:
3633:
3631:
3609:
3603:
3602:
3600:
3598:
3575:
3569:
3568:
3566:
3564:
3538:
3532:
3526:
3520:
3514:
3508:
3502:
3496:
3495:
3493:
3491:
3465:
3459:
3458:
3456:
3454:
3425:
3410:
3404:
3398:
3397:
3395:
3393:
3374:(June 9, 2016).
3368:
3362:
3361:
3351:
3345:
3344:
3342:
3340:
3314:
3308:
3307:
3305:
3303:
3277:
3271:
3270:
3268:
3266:
3253:
3247:
3241:
3235:
3229:
3223:
3222:
3216:
3214:
3192:
3186:
3185:
3183:
3181:
3164:
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3122:
3116:
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3111:
3096:
3090:
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3075:
3066:
3065:
3063:
3061:
3044:
3035:
3034:
3032:
3030:
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2998:
2997:
2981:
2975:
2969:
2963:
2962:
2960:
2958:
2942:
2936:
2935:
2921:
2915:
2914:
2906:
2900:
2894:
2885:
2879:
2873:
2872:
2866:
2864:
2846:
2840:
2839:
2834:. Archived from
2821:
2812:
2811:
2809:
2807:
2788:
2771:
2770:
2768:
2766:
2749:
2743:
2742:
2740:
2738:
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2714:
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2687:
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2682:
2665:
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2604:
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2404:
2402:
2380:
2374:
2373:
2371:
2369:
2353:
2347:
2346:
2344:
2342:
2333:. Archived from
2317:
2304:
2303:
2301:
2299:
2273:
2258:
2257:
2255:
2253:
2236:
2230:
2229:
2224:. Archived from
2211:
2205:
2204:
2184:
2178:
2177:
2175:
2173:
2144:
2135:
2134:
2132:
2130:
2109:
2103:
2102:
2100:
2098:
2089:. Archived from
2076:
2070:
2069:
2067:
2065:
2040:
2034:
2033:
2031:
2029:
2007:
1998:
1997:
1995:
1993:
1984:. Archived from
1973:
1958:
1952:
1946:
1945:
1944:on July 5, 2008.
1940:. Archived from
1928:
1919:
1913:
1904:
1903:
1898:. Archived from
1886:
1877:
1871:
1865:
1864:
1862:
1860:
1840:
1834:
1828:
1819:
1813:
1807:
1801:
1795:
1794:
1792:
1790:
1770:
1764:
1763:
1761:
1759:
1740:
1734:
1728:
1722:
1716:
1710:
1704:
1698:
1692:
1686:
1685:
1684:on July 3, 1998.
1680:. Archived from
1674:"Wulfram Review"
1669:
1663:
1662:
1657:. Archived from
1646:
1637:
1631:
1625:
1619:
1613:
1607:
1601:
1595:
1589:
1588:
1583:
1581:
1567:
1561:
1560:
1559:on July 3, 1998.
1555:. Archived from
1544:
1531:
1530:
1528:
1526:
1507:
1501:
1500:
1498:
1496:
1480:
1474:
1473:
1471:
1469:
1447:
1438:
1432:
1426:
1420:
1414:
1408:
1402:
1396:
1390:
1384:
1375:
1369:
1363:
1362:
1360:
1358:
1336:
1319:
1313:
1278:
1271:
1265:
1261:
1255:
1252:
1215:
1198:
1197:
1053:
1039:
1038:
495:Mulholland Drive
489:Invisible Cities
406:proof of concept
299:Silicon Graphics
62:
49:California, U.S.
35:
21:
20:
4670:
4669:
4665:
4664:
4663:
4661:
4660:
4659:
4605:
4604:
4603:
4598:
4587:Edmund McMillen
4538:
4531:
4491:
4469:
4456:
4454:
4427:
4425:
4424:(YouTube video)
4404:
4402:
4391:"Jonathan Blow"
4379:
4377:
4347:
4345:
4334:"Jonathan Blow"
4330:Cantrill, Bryan
4313:
4312:
4281:
4267:Handmade Pixels
4258:
4253:
4252:
4242:
4240:
4228:
4224:
4209:
4205:
4181:
4177:
4153:
4149:
4125:
4121:
4111:
4109:
4097:
4096:
4092:
4084:
4080:
4072:
4068:
4060:
4056:
4046:
4044:
4037:
4030:
4022:
4018:
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3994:
3984:
3982:
3971:
3970:
3963:
3953:
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3931:
3923:
3919:
3909:
3907:
3895:
3891:
3883:
3879:
3869:
3867:
3853:
3846:
3837:
3836:
3829:
3819:
3817:
3805:
3801:
3782:
3781:
3777:
3760:
3751:
3741:
3739:
3727:
3720:
3710:
3708:
3691:
3682:
3674:
3667:
3657:
3655:
3643:
3639:
3629:
3627:
3610:
3606:
3596:
3594:
3587:Handmade Pixels
3576:
3572:
3562:
3560:
3539:
3535:
3527:
3523:
3515:
3511:
3503:
3499:
3489:
3487:
3466:
3462:
3452:
3450:
3426:
3413:
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3389:
3369:
3365:
3352:
3348:
3338:
3336:
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3311:
3301:
3299:
3278:
3274:
3264:
3262:
3255:
3254:
3250:
3242:
3238:
3230:
3226:
3212:
3210:
3203:NYU Game Center
3193:
3189:
3179:
3177:
3165:
3156:
3142:
3140:
3133:NYU Game Center
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1895:thatgamecompany
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1576:(YouTube video)
1568:
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1511:"Join the CSUA"
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971:human condition
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748:change made to
675:
567:
561:
459:
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430:'s purchase of
411:Electronic Arts
402:cell processors
341:
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83:Organization(s)
58:
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17:
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2992:) – via
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1487:. Thekla Inc.
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4396:
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4380:September 10,
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4358:Conover, Adam
4355:
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4316:cite magazine
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3865:Gamer Network
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3553:Gamer Network
3550:
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3507:, p. 45.
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3372:Peckham, Matt
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2765:September 25,
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2759:National Post
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2737:September 25,
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2709:September 25,
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2148:Parkin, Simon
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2044:Parkin, Simon
2039:
2023:
2019:
2018:
2017:The A.V. Club
2013:
2006:
2004:
1987:
1983:
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1966:
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1806:, p. 44.
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1457:The A.V. Club
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1318:, p. 43.
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1277:in July 1998.
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1056:
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1036:are omitted.
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995:Personal life
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611:PlayStation 4
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484:David Hellman
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333:dot-com crash
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142:dot-com crash
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119:Jonathan Blow
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81:
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73:Game designer
72:
71:
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63:(dropped out)
61:
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53:
45:
41:
34:
29:
25:Jonathan Blow
22:
19:
4579:
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4546:
4533:
4457:November 27,
4455:. Retrieved
4442:
4426:. Retrieved
4421:
4416:
4403:. Retrieved
4395:Tone Control
4394:
4378:. Retrieved
4365:
4346:. Retrieved
4338:On the Metal
4337:
4303:The Atlantic
4301:
4266:
4263:Juul, Jesper
4241:. Retrieved
4235:
4225:
4216:
4206:
4198:the original
4191:
4178:
4159:
4150:
4131:
4122:
4110:. Retrieved
4100:
4093:
4081:
4069:
4057:
4045:. Retrieved
4019:
4007:
3995:
3983:. Retrieved
3976:
3952:. Retrieved
3942:
3932:
3920:
3908:. Retrieved
3902:
3892:
3880:
3868:. Retrieved
3860:
3818:. Retrieved
3814:The Guardian
3812:
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