A Quote by Brendan Myers

My earliest interest in game design came when I was in primary school, and my parents bought a Commodore 128 computer. I taught myself to write programs in BASIC, and then I made my own games.
My first computer was a Commodore 64. I got it as a present from my mom when I was eight years old, and all I wanted to do with that computer was play games.
Computers sort of came around through games and toys. And you know, the first computer most people had in the house may have been a computer to play 'Pong,' a little microprocessor embedded, and then other games that came after that.
Between rounds of speed chess I read enough of a programming manual to teach myself to write programs on the school's DEC mainframe in the language Basic.
I've never been much of a computer guy at least in terms of playing with computers. Actually until I was about 11 I didn't use a computer for preparing for games at all. Now, obviously, the computer is an important tool for me preparing for my games. I analyze when I'm on the computer, either my games or my opponents. But mostly my own.
Until I reached my late teens, there was not enough money for luxuries - a holiday, a car, or a computer. I learned how to program a computer, in fact, by reading a book. I used to write down programs in a notebook and a few years later when we were able to buy a computer, I typed in my programs to see if they worked. They did. I was lucky.
I've lived on my own since I was 13 and not been to school and brought a son up who's now 18 and run theatre companies and bought a butcher's shop, learnt guitar by myself, taught myself to sing and that sort of stuff.
What, then, is the basic difference between today's computer and an intelligent being? It is that the computer can be made to seebut not to perceive. What matters here is not that the computer is without consciousness but that thus far it is incapable of the spontaneous grasp of pattern--a capacity essential to perception and intelligence.
Charters give public school teachers the flexibility to design programs to the individual student needs. They no longer have to go to a distant bureaucracy to ask for permission. By being allowed to make their own decisions the teachers are able to create strong partnerships with parents.
I bought my parents a house. Then I bought myself a Rolex. My brother forced me to do it, but I'm glad he did.
The last 10% of game design is really what separates the good games from the great games. It's what I call the clean-up phase of game design. Here's where you make sure all the elements look great. The game should look good, feel good, sound good, play good.
I taught myself computer. Then Macintosh came along, and it became a really bad addiction. If I wasn't in show business, I'd have pocket protectors growing out of my chest. I do everything on it. It's kinda sick.
I knew my interest in the universe and I owned a telescope that I bought with money I earned by walking dogs. 50 cents per walk, per dog, and that accumulated quickly. I bought a camera, a telescope. I taught myself astrophotography. I did all this.
Programs like ACE's Bootstrap Summer Camp teach our kids important computer coding skills that will allow them to design their own futures.
Rules of Play is an exhaustive, clear, cogent, and complete resource for understanding games and game design. Salen and Zimmerman describe an encyclopedia of game design issues, techniques, and attributes. In particular, they analyze the elements that can make a game experience richer, more interesting, more emotional, more meaningful, and, ultimately, more successful. It should be the first stop you make when learning about game design.
I don't think I made a conscious decision as a career choice. From my school days I had decided, persuaded by my parents, to prepare myself for the law. Then the Japanese occupation came and we went through three and a half years of what I would call the university of life, it was hard, it was harsh.
I appreciate the sentiment that I am a popular woman in computer gaming circles; but I prefer being thought of as a computer game designer rather than a woman computer game designer. I don't put myself into gender mode when designing a game.
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