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Jonathan Blow

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570: 462: 4450: 910: 212: 344: 33: 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 990:
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.
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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 900:
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.
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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.
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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
2291: 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.
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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
2585: 2825: 1350: 4373: 3783: 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. 721:
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" â€” Game Designer Jonathan Blow Challenges Super Mario's Gold Coins, "Unethical" MMO Design And Everything Else You May Hold Dear About Video Games" 2394: 3623: 2215: 1751: 4341: 3295: 942:
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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channel about the possibility of a new programming language designed for game development. He evaluated alternative systems-level programming languages such as
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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
3646: 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 2165: 4187: 3556: 498:. The game's narrative is told through textual exposition between worlds, environmental art, and gameplay, and has been interpreted in many different ways. 2324: 2910: 3898: 3446: 4644: 3694: 1488: 928:
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
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After leaving UC Berkeley, Blow worked at a "really boring" enterprise software company for six months, before taking a contracting role at
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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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The game was released on Windows and the PlayStation 4 in January 2016. Blow reported that the first week sales revenue of
3168: 136:(2016). Blow became interested in game programming while at middle school. He studied computer science and English at the 4517: 466: 4297: 3048: 1889: 486:
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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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 4629: 4510: 2389: 1852: 376: 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 4438: 4262: 3578: 3432: 2640: 1782: 1162: 629: 569: 564: 548: 232: 132: 104: 4132: 2925: 1179: 1077: 734: 461: 359: 3704: 2510: 2112: 4649: 1274: 694: 522: 328:, a 3D action-strategy game for up to 32 players where players took control of heavily armed hovertanks. 1484: 1931: 574: 532:
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 3977: 586: 3582: 3206: 3136: 2856: 2085: 934:
said Blow's criticism is not targeted towards individuals or specific games but industry trends.
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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 2985: 1681: 943: 869: 780: 321: 1556: 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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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" 3474: 3323: 939: 686: 488: 405: 331:
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
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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: 4137: 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" 2156: 801: 747: 4415: 4099: 3937: 3838: 3196: 3126: 2946: 2850: 1571: 166:, and formed a company called Thekla Inc. After a lengthy development period, 4608: 4591: 3864: 3809:"Jonathan Blow: 'I want to make games for people who read Gravity's Rainbow'" 3552: 3101:"Braid: Anniversary Edition "sold like dog s***", says creator Jonathan Blow" 2800: 2758: 2016: 1899: 1456: 1011:
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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games and bad television at a CreativeMornings meetup in Portland in 2013.
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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: 2547: 2515: 2117: 1365: 1341:"The man and the island: Wandering through Jonathan Blow's The Witness" 621: 529: 248: 3522: 3376:"'The Witness' Creator Jonathan Blow on Science, Language and Reality" 3258:
Interactive Media and Games Seminar — Fireside Chat with Jonathan Blow
1510: 4572: 4270: 4192: 4155: 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" 3084: 3018: 2830: 2446:"The Witness Sells 100,000 Copies, Xbox One Version Being Considered" 2329: 2287: 2220: 2052: 954: 502: 1844: 3903: 2613: 2483: 2450: 2422: 1936: 966:
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 4485: 4105: 3356: 3218: 3148: 2993: 2868: 1000: 948: 784: 746:
will not get any "Greedo shoots first" changes (a reference to a
714: 538:, in which he discusses his experiences developing and releasing 312: 302: 261: 4079: 4067: 4055: 4017: 2754:"Nothing else compares to the greatest video game of the decade" 1826: 1824: 632:
nominations, and appeared on 'Best of the decade' features from
4472: 4362:"Episode 18: Game Designer Jonathan Blow Unpacks 'The Witness'" 3735: 3237: 3225: 1688: 1627: 1615: 930: 795: 236: 4481: 3973:"MIGS 2007: Jonathan Blow On The 'WoW Drug', Meaningful Games" 3918: 3878: 2576:"Bafta games awards 2017: Inside and Uncharted 4 lead the way" 848:—cost close to six million dollars. The development times for 3547: 1867: 1821: 1809: 1724: 1712: 1700: 1452:"Game Designer Jonathan Blow: What We All Missed About Braid" 682: 625: 244: 216: 175: 3049:"Jonathan Blow's next project is Braid: Anniversary Edition" 1941: 1603: 465:
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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Seropian, Alexander; Marroquin, Aaron (October 12, 2023).
1911: 1909: 2702: 2645: 2142: 2140: 2012:"10 years later, Braid remains the definitive indie game" 646: 634: 427: 397: 3169:"Jonathan Blow: How Thekla is moving beyond The Witness" 2892: 2890: 1382: 1380: 546:
had earned more than $ 4 million, which he used to fund
3850: 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. 3671: 3669: 2842: 2669:"The 100 best games of the decade (2010–2019): 100–51" 2241:"Review: 'Indie Game' captures the struggle to create" 2137: 2042: 1971: 1969: 1967: 1965: 1963: 1591: 624:
websites. The game received critical acclaim, several
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their final report to IBM, the team took the game to
4176: 4126: 4034: 4032: 3993: 3845: 2048:"Blow: 'Unnecessary' XBLA Hurdles Hurt Game Quality" 1644: 1642: 4108:: Indievelopment conference. Event occurs at 21:24 3666: 3605: 3498: 3400: 2315: 2313: 2311: 2309: 1960: 1797: 255:. Some of the games he programmed were inspired by 3310: 3042: 3040: 1296: 186:. A compiler for the Jai language is currently in 4029: 3757: 3755: 3753: 3688: 3686: 3684: 2944: 2926:"With Braid remake, an influential indie returns" 2271: 2269: 2267: 2265: 2263: 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 2819: 2817: 2306: 1926: 1924: 3037: 2726:"The 30 best video games of the decade, ranked" 2535: 2470: 2105: 1884: 1882: 4439:"Braid and The Witness Creator, Jonathan Blow" 3750: 3724: 3722: 3681: 2503: 2479:"The Witness Is Being Pirated a Lot, Dev Says" 2260: 2036: 1334: 1332: 1330: 1328: 1326: 1324: 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 338: 4518: 4306:. Vol. 309, no. 4. pp. 40–51. 4154: 4091: 3967: 3965: 3890: 3423: 3421: 3419: 3417: 3415: 3073: 3071: 2983: 2814: 2418:"The Witness confirmed as a PS4 launch title" 2078: 1921: 1542: 1540: 1538: 1536: 1445: 1443: 799:. Early in his career Blow frequently played 4388: 4328: 4085: 4073: 4061: 4023: 3924: 3884: 3833: 3831: 3243: 3231: 2698:"The 50 Best Games Of The Decade: The 2010s" 2187:Records, Guinness World (November 6, 2014). 1879: 1873: 1830: 1815: 1730: 1718: 1706: 1694: 1665: 1633: 1621: 1609: 1422: 1410: 3841:. Game Developers Session. October 3, 2018. 3719: 3098: 2005: 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 â€” 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:. 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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: 4010: 4006: 3998: 3994: 3984: 3982: 3971: 3970: 3963: 3953: 3951: 3936: 3935: 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: 3405: 3401: 3391: 3389: 3369: 3365: 3352: 3348: 3338: 3336: 3315: 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 3123: 3119: 3109: 3107: 3097: 3093: 3076: 3069: 3059: 3057: 3045: 3038: 3028: 3026: 3005: 3001: 2982: 2978: 2970: 2966: 2956: 2954: 2943: 2939: 2922: 2918: 2907: 2903: 2895: 2888: 2880: 2876: 2862: 2860: 2847: 2843: 2822: 2815: 2805: 2803: 2789: 2774: 2764: 2762: 2750: 2746: 2736: 2734: 2722: 2718: 2708: 2706: 2694: 2690: 2680: 2678: 2667: 2666: 2662: 2652: 2650: 2639: 2638: 2634: 2624: 2622: 2605: 2601: 2591: 2589: 2572: 2568: 2558: 2556: 2541: 2540: 2536: 2526: 2524: 2509: 2508: 2504: 2494: 2492: 2475: 2471: 2461: 2459: 2442: 2438: 2428: 2426: 2414: 2410: 2400: 2398: 2381: 2377: 2367: 2365: 2360:. Thekla, Inc. 2354: 2350: 2340: 2338: 2318: 2307: 2297: 2295: 2274: 2261: 2251: 2249: 2237: 2233: 2212: 2208: 2201: 2185: 2181: 2171: 2169: 2145: 2138: 2128: 2126: 2111: 2110: 2106: 2096: 2094: 2077: 2073: 2063: 2061: 2041: 2037: 2027: 2025: 2008: 2001: 1991: 1989: 1982:MTV Multiplayer 1974: 1961: 1953: 1949: 1930: 1929: 1922: 1914: 1907: 1895:thatgamecompany 1888: 1887: 1880: 1872: 1868: 1858: 1856: 1841: 1837: 1829: 1822: 1814: 1810: 1802: 1798: 1788: 1786: 1771: 1767: 1757: 1755: 1742: 1741: 1737: 1729: 1725: 1717: 1713: 1705: 1701: 1693: 1689: 1670: 1666: 1647: 1640: 1632: 1628: 1620: 1616: 1608: 1604: 1596: 1592: 1579: 1577: 1576:(YouTube video) 1568: 1564: 1545: 1534: 1524: 1522: 1511:"Join the CSUA" 1509: 1508: 1504: 1494: 1492: 1481: 1477: 1467: 1465: 1448: 1441: 1433: 1429: 1421: 1417: 1409: 1405: 1397: 1393: 1385: 1378: 1370: 1366: 1356: 1354: 1337: 1322: 1314: 1297: 1292: 1287: 1282: 1281: 1272: 1268: 1262: 1258: 1253: 1249: 1244: 1196: 1030: 1025: 997: 971:human condition 907: 777: 763: 748:change made to 675: 567: 561: 459: 453: 430:'s purchase of 411:Electronic Arts 402:cell processors 341: 295: 287: 209: 83:Organization(s) 58: 50: 47: 38: 26: 17: 12: 11: 5: 4668: 4658: 4657: 4652: 4647: 4642: 4637: 4632: 4627: 4622: 4617: 4600: 4599: 4597: 4596: 4595: 4594: 4589: 4581:Super Meat Boy 4577: 4576: 4575: 4570: 4558: 4557: 4556: 4543: 4540: 4539: 4530: 4529: 4522: 4515: 4507: 4501: 4500: 4488: 4479: 4468: 4467:External links 4465: 4464: 4463: 4434: 4411: 4386: 4354: 4326: 4293: 4279: 4257: 4254: 4251: 4250: 4237:New York Times 4222: 4217:Hardcore Gamer 4203: 4175: 4147: 4119: 4090: 4078: 4066: 4054: 4028: 4016: 4004: 4002:, p. 143. 3992: 3978:Game Developer 3961: 3929: 3917: 3889: 3877: 3844: 3827: 3799: 3775: 3749: 3718: 3680: 3665: 3637: 3604: 3570: 3533: 3521: 3509: 3497: 3460: 3438:The New Yorker 3411: 3409:, p. 177. 3399: 3363: 3346: 3309: 3272: 3248: 3236: 3224: 3187: 3154: 3117: 3091: 3067: 3036: 2999: 2992:) – via 2976: 2964: 2937: 2916: 2901: 2886: 2874: 2841: 2813: 2772: 2744: 2716: 2688: 2660: 2632: 2599: 2566: 2534: 2502: 2469: 2436: 2408: 2375: 2348: 2305: 2259: 2231: 2206: 2199: 2179: 2157:The New Yorker 2136: 2104: 2071: 2035: 1999: 1959: 1947: 1920: 1905: 1878: 1866: 1835: 1820: 1808: 1796: 1765: 1735: 1723: 1711: 1699: 1687: 1664: 1638: 1626: 1614: 1602: 1590: 1562: 1532: 1502: 1487:. Thekla Inc. 1475: 1439: 1427: 1415: 1403: 1391: 1376: 1364: 1320: 1294: 1293: 1291: 1288: 1286: 1283: 1280: 1279: 1266: 1256: 1246: 1245: 1243: 1240: 1237: 1236: 1234: 1231: 1228: 1221: 1217: 1216: 1211: 1208: 1205: 1202: 1195: 1192: 1189: 1188: 1186: 1183: 1176: 1172: 1171: 1169: 1166: 1159: 1155: 1154: 1152: 1149: 1142: 1138: 1137: 1135: 1132: 1125: 1121: 1120: 1118: 1115: 1108: 1104: 1103: 1101: 1098: 1091: 1087: 1086: 1084: 1081: 1074: 1070: 1069: 1067: 1064: 1059: 1055: 1054: 1049: 1046: 1043: 1034:Special Thanks 1029: 1026: 1024: 1021: 996: 993: 906: 903: 802:Counter-Strike 776: 773: 762: 759: 674: 664: 563:Main article: 560: 554: 455:Main article: 452: 446: 390:Game Developer 350:Game Developer 340: 337: 294: 288: 286: 283: 208: 205: 151:Game Developer 114: 113: 112: 111: 108: 101: 92: 91:Known for 88: 87: 84: 80: 79: 78: 77: 74: 69: 65: 64: 56: 52: 51: 48: 44: 40: 39: 36: 28: 27: 24: 15: 9: 6: 4: 3: 2: 4667: 4656: 4653: 4651: 4648: 4646: 4643: 4641: 4638: 4636: 4635:Living people 4633: 4631: 4628: 4626: 4623: 4621: 4618: 4616: 4613: 4612: 4610: 4593: 4592:Tommy Refenes 4590: 4588: 4585: 4584: 4583: 4582: 4578: 4574: 4571: 4569: 4566: 4565: 4564: 4563: 4559: 4555: 4554:Jonathan Blow 4552: 4551: 4550: 4549: 4545: 4544: 4541: 4537: 4536: 4528: 4523: 4521: 4516: 4514: 4509: 4508: 4505: 4499: 4495: 4492:Jonathan Blow 4489: 4487: 4483: 4482:Jonathan Blow 4480: 4478: 4474: 4473:Jonathan Blow 4471: 4470: 4452: 4448: 4446: 4440: 4435: 4423: 4419: 4418: 4412: 4400: 4396: 4392: 4387: 4380:September 10, 4375: 4371: 4367: 4363: 4359: 4358:Conover, Adam 4355: 4343: 4339: 4335: 4331: 4327: 4323: 4317: 4316:cite magazine 4309: 4305: 4304: 4299: 4294: 4290: 4286: 4282: 4280:9780262042796 4276: 4272: 4268: 4264: 4260: 4259: 4239: 4238: 4233: 4226: 4218: 4214: 4207: 4199: 4195: 4194: 4189: 4185: 4184:Parkin, Simon 4179: 4171: 4167: 4163: 4162: 4157: 4151: 4143: 4139: 4135: 4134: 4129: 4123: 4107: 4103: 4102: 4094: 4087: 4082: 4075: 4070: 4063: 4058: 4042: 4035: 4033: 4025: 4020: 4013: 4008: 4001: 3996: 3980: 3979: 3974: 3968: 3966: 3949: 3945: 3944: 3939: 3933: 3926: 3921: 3906: 3905: 3900: 3893: 3886: 3881: 3866: 3865:Gamer Network 3862: 3858: 3851: 3849: 3840: 3834: 3832: 3816: 3815: 3810: 3803: 3795: 3791: 3790: 3785: 3779: 3771: 3770: 3765: 3758: 3756: 3754: 3738: 3737: 3732: 3725: 3723: 3706: 3702: 3701: 3696: 3689: 3687: 3685: 3678:, p. 42. 3677: 3672: 3670: 3654: 3653: 3648: 3641: 3625: 3621: 3620: 3615: 3608: 3592: 3588: 3584: 3580: 3574: 3558: 3554: 3553:Gamer Network 3550: 3549: 3544: 3537: 3530: 3525: 3518: 3513: 3507:, p. 45. 3506: 3501: 3485: 3481: 3477: 3476: 3471: 3464: 3448: 3444: 3440: 3439: 3434: 3430: 3429:Parkin, Simon 3424: 3422: 3420: 3418: 3416: 3408: 3403: 3387: 3383: 3382: 3377: 3373: 3372:Peckham, Matt 3367: 3359: 3358: 3350: 3334: 3330: 3326: 3325: 3320: 3313: 3297: 3293: 3289: 3288: 3283: 3276: 3260: 3259: 3252: 3245: 3240: 3233: 3228: 3220: 3208: 3204: 3200: 3199: 3191: 3176: 3175: 3170: 3163: 3161: 3159: 3150: 3138: 3134: 3130: 3129: 3121: 3106: 3102: 3095: 3087: 3086: 3081: 3074: 3072: 3056: 3055: 3050: 3043: 3041: 3024: 3020: 3016: 3015: 3010: 3003: 2995: 2991: 2987: 2980: 2973: 2968: 2952: 2948: 2941: 2933: 2932: 2927: 2920: 2912: 2905: 2898: 2893: 2891: 2883: 2878: 2870: 2858: 2854: 2853: 2845: 2837: 2833: 2832: 2827: 2820: 2818: 2802: 2801:Gamer Network 2798: 2794: 2787: 2785: 2783: 2781: 2779: 2777: 2765:September 25, 2761: 2760: 2759:National Post 2755: 2748: 2737:September 25, 2733: 2732: 2727: 2720: 2709:September 25, 2705: 2704: 2699: 2692: 2681:September 25, 2676: 2675: 2670: 2664: 2653:September 25, 2648: 2647: 2642: 2636: 2620: 2616: 2615: 2610: 2603: 2587: 2583: 2582: 2577: 2570: 2554: 2550: 2549: 2544: 2538: 2522: 2518: 2517: 2512: 2506: 2490: 2486: 2485: 2480: 2473: 2457: 2453: 2452: 2447: 2440: 2425: 2424: 2419: 2412: 2396: 2392: 2391: 2386: 2379: 2363: 2359: 2352: 2336: 2332: 2331: 2326: 2322: 2321:Parkin, Simon 2316: 2314: 2312: 2310: 2293: 2289: 2285: 2284: 2279: 2272: 2270: 2268: 2266: 2264: 2248: 2247: 2242: 2235: 2227: 2223: 2222: 2217: 2210: 2202: 2196: 2192: 2191: 2183: 2172:September 17, 2167: 2163: 2159: 2158: 2153: 2149: 2148:Parkin, Simon 2143: 2141: 2124: 2120: 2119: 2114: 2108: 2092: 2088: 2087: 2082: 2075: 2059: 2055: 2054: 2049: 2045: 2044:Parkin, Simon 2039: 2023: 2019: 2018: 2017:The A.V. Club 2013: 2006: 2004: 1987: 1983: 1979: 1972: 1970: 1968: 1966: 1964: 1956: 1951: 1943: 1939: 1938: 1933: 1927: 1925: 1917: 1912: 1910: 1901: 1897: 1896: 1891: 1885: 1883: 1875: 1870: 1854: 1850: 1846: 1839: 1832: 1827: 1825: 1817: 1812: 1806:, p. 44. 1805: 1800: 1784: 1780: 1776: 1769: 1753: 1749: 1745: 1739: 1732: 1727: 1720: 1715: 1708: 1703: 1696: 1691: 1683: 1679: 1675: 1668: 1660: 1656: 1652: 1645: 1643: 1635: 1630: 1623: 1618: 1611: 1606: 1599: 1594: 1587: 1575: 1574: 1566: 1558: 1554: 1550: 1543: 1541: 1539: 1537: 1520: 1516: 1512: 1506: 1490: 1486: 1479: 1463: 1459: 1458: 1457:The A.V. Club 1453: 1446: 1444: 1436: 1431: 1424: 1419: 1412: 1407: 1400: 1395: 1388: 1383: 1381: 1373: 1368: 1352: 1348: 1347: 1342: 1335: 1333: 1331: 1329: 1327: 1325: 1318:, p. 43. 1317: 1312: 1310: 1308: 1306: 1304: 1302: 1300: 1295: 1277:in July 1998. 1276: 1270: 1260: 1251: 1247: 1235: 1232: 1229: 1227: 1226: 1222: 1219: 1218: 1187: 1184: 1182: 1181: 1177: 1174: 1173: 1170: 1167: 1165: 1164: 1160: 1157: 1156: 1153: 1150: 1148: 1147: 1143: 1140: 1139: 1136: 1133: 1131: 1130: 1126: 1123: 1122: 1119: 1116: 1114: 1113: 1109: 1106: 1105: 1102: 1099: 1097: 1096: 1092: 1089: 1088: 1085: 1082: 1080: 1079: 1075: 1072: 1071: 1068: 1065: 1063: 1060: 1057: 1056: 1037: 1036:are omitted. 1035: 1020: 1018: 1014: 1010: 1006: 1002: 995:Personal life 992: 988: 986: 985: 978: 976: 972: 967: 965: 961: 957: 956: 951: 950: 945: 941: 935: 933: 932: 926: 925: 916: 911: 902: 899: 895: 891: 886: 882: 880: 875: 874:Unreal Engine 871: 867: 863: 859: 855: 851: 847: 843: 839: 834: 832: 828: 827: 822: 817: 816: 811: 806: 804: 803: 798: 797: 792: 791: 786: 782: 772: 769: 758: 756: 752: 751: 745: 741: 737: 736: 730: 728: 724: 719: 717: 716: 711: 707: 702: 700: 696: 692: 688: 684: 680: 673: 669: 663: 661: 660: 659:National Post 655: 654: 649: 648: 643: 642: 637: 636: 631: 627: 623: 619: 614: 612: 611:PlayStation 4 608: 604: 599: 594: 592: 588: 584: 576: 571: 566: 559: 553: 551: 550: 545: 541: 537: 536: 531: 526: 524: 520: 516: 512: 508: 504: 499: 497: 496: 491: 490: 485: 484:David Hellman 480: 476: 468: 463: 458: 451: 445: 443: 442: 437: 433: 429: 425: 424:PlayStation 3 421: 420: 414: 412: 407: 403: 399: 394: 392: 391: 386: 382: 378: 374: 373: 368: 367: 362: 361: 352: 351: 345: 336: 334: 333:dot-com crash 329: 327: 323: 319: 315: 314: 309: 308: 304: 300: 293: 282: 280: 276: 271: 266: 264: 263: 258: 257:Indiana Jones 254: 250: 246: 242: 238: 234: 230: 222: 218: 213: 204: 202: 201: 196: 191: 189: 185: 181: 177: 173: 169: 165: 161: 156: 154: 152: 147: 143: 142:dot-com crash 139: 135: 134: 129: 128: 124: 120: 119:Jonathan Blow 109: 107: 106: 102: 100: 99: 95: 94: 93: 89: 85: 81: 75: 73:Game designer 72: 71: 70: 66: 63:(dropped out) 61: 57: 53: 45: 41: 34: 29: 25:Jonathan Blow 22: 19: 4579: 4560: 4553: 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: 3802: 3794:the original 3787: 3778: 3767: 3740:. Retrieved 3734: 3709:. Retrieved 3705:the original 3698: 3656:. Retrieved 3650: 3640: 3628:. Retrieved 3617: 3607: 3597:December 29, 3595:. Retrieved 3586: 3579:Juul, Jesper 3573: 3561:. Retrieved 3546: 3536: 3524: 3512: 3500: 3488:. Retrieved 3473: 3463: 3451:. Retrieved 3436: 3402: 3392:December 29, 3390:. Retrieved 3379: 3366: 3355: 3349: 3339:February 20, 3337:. Retrieved 3322: 3312: 3300:. 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Retrieved 1346:Ars Technica 1344: 1269: 1259: 1250: 1233:Documentary 1223: 1178: 1161: 1144: 1134:Programming 1127: 1110: 1093: 1083:Programming 1076: 1061: 1033: 1031: 1016: 1012: 1008: 1004: 998: 989: 982: 979: 968: 963: 959: 953: 947: 936: 929: 922: 920: 915:free-to-play 905:Public image 897: 893: 889: 887: 883: 878: 865: 861: 853: 849: 845: 841: 837: 835: 830: 824: 820: 813: 809: 807: 800: 794: 788: 778: 767: 764: 754: 749: 743: 739: 733: 731: 727:beta release 722: 720: 713: 709: 703: 698: 678: 676: 671: 667: 657: 651: 645: 639: 633: 617: 615: 606: 602: 597: 595: 582: 580: 557: 547: 543: 539: 533: 527: 518: 514: 506: 500: 493: 487: 478: 472: 449: 439: 422:on the Sony 417: 415: 395: 388: 384: 370: 364: 358: 356: 348: 330: 325: 311: 305: 296: 291: 267: 260: 253:Commodore 64 226: 198: 195:game engines 192: 188:beta release 183: 171: 167: 163: 159: 157: 150: 131: 125: 118: 117: 103: 96: 86:Thekla, Inc. 37:Blow in 2018 18: 4615:1971 births 4568:development 4449:(Podcast). 4370:Maximum Fun 4368:(Podcast). 4243:January 11, 3985:January 19, 3954:January 14, 3910:January 19, 3870:January 10, 3742:January 10, 3711:January 10, 3658:January 10, 3630:January 26, 3453:January 29, 3174:VentureBeat 3054:Destructoid 2495:February 6, 2462:February 6, 2341:December 6, 2298:February 6, 1955:Noclip 2017 1916:Noclip 2017 1849:Number None 1779:Number None 1598:Noclip 2017 1435:Noclip 2017 1399:Noclip 2017 1387:Noclip 2017 1163:The Witness 1028:Video games 1017:The Witness 1013:The Witness 924:VentureBeat 898:The Witness 894:The Witness 866:The Witness 862:The Witness 858:game engine 854:The Witness 842:The Witness 831:The Witness 710:The Witness 699:The Witness 679:The Witness 618:The Witness 607:The Witness 603:The Witness 598:The Witness 583:The Witness 558:The Witness 556:2009–2016: 549:The Witness 505:to release 448:2005–2008: 318:set-top box 301:, where he 270:UC Berkeley 184:The Witness 168:The Witness 164:The Witness 133:The Witness 130:(2008) and 105:The Witness 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2401:April 25, 2368:April 25, 2330:Gamasutra 2288:Vox Media 2221:Gamasutra 2053:Gamasutra 2028:March 19, 1859:April 23, 1789:April 23, 1758:April 23, 1580:April 23, 1525:April 22, 1495:April 22, 1290:Citations 964:FarmVille 955:FarmVille 750:Star Wars 503:Microsoft 55:Education 4451:Archived 4399:Archived 4374:Archived 4342:Archived 4308:Archived 4265:(2019). 3948:Archived 3927:, 59:30. 3904:PC Gamer 3887:, 58:10. 3820:April 7, 3624:Archived 3591:Archived 3557:Archived 3531:, 48:07. 3484:Archived 3447:Archived 3386:Archived 3333:Archived 3296:Archived 3213:July 11, 3207:Archived 3143:July 11, 3137:Archived 3110:July 31, 3023:Archived 2974:, 57:43. 2899:, 57:16. 2884:, 55:18. 2857:Archived 2619:Archived 2614:GameSpot 2592:March 9, 2586:Archived 2553:Archived 2521:Archived 2489:Archived 2484:GameSpot 2456:Archived 2451:GameSpot 2429:June 20, 2423:GameSpot 2395:Archived 2362:Archived 2292:Archived 2252:June 20, 2166:Archived 2123:Archived 2058:Archived 2022:Archived 1957:, 15:21. 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Index


University of California, Berkeley
Braid
The Witness
independent video games
Braid
The Witness
University of California, Berkeley
dot-com crash
Experimental Gameplay Workshop
Game Developer magazine
C++
programming language
beta release
game engines
Indie Game: The Movie

BASIC
TRS-80 Color Computer
TRW
Northern San Diego County
VIC-20
TRS-80 Color Computer
BASIC
RadioShack
Commodore 64
Indiana Jones
Pac-Man
UC Berkeley
Computer Science Undergraduate Association

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