A Quote by Edwin Catmull

We have a whole industry which is gigantic: games. Games is very successful. It's its own art form, though, and it's not the same as a linear narrative. — © Edwin Catmull
We have a whole industry which is gigantic: games. Games is very successful. It's its own art form, though, and it's not the same as a linear narrative.
Prose is an art form, movies and acting in general are art forms, so is music, painting, graphics, sculpture, and so on. Some might even consider classic games like chess to be an art form. Video games use elements of all of these to create something new. Why wouldn't video games be an art form?
...But we enjoyed playing games and were punished for them by men who played games themselves. However, grown-up games are known as 'business' and even though boys' games are much the same, they are punished for them by their elders. No one pities either the boys or the men, though surely we deserve pity, for I cannot believe that a good judge would approve of the beatings I received as a boy on the ground that my games delayed my progress in studying subjects which would enable me to play a less creditable game later in life.
I am the head of development at Giant Spacekat, a Boston-based studio that's an industry leader in making games for women. We are passionate about creating narrative games for the avalanche of new consumers who don't fit the old gamer stereotype.
I'm fascinated with video games, though I can't really play them. It's definitely an art form that intrigues me to no end, though.
When a sculptor creates a sculpture, a writer writes a novel, or a painter paints a motif on a canvas, he needs talent and expertise. But to be successful in his endeavor, he also needs to have the passionate feeling that he wants, at all costs, to create a work of art which, in his head, constantly demands to be accomplished. The same also applies to developing board games or card games.
Games aren't going to go away. BAFTA's got a category for games as an art form. The Academy should think about that, too.
With my company, Giant Spacekat, I was very angry about the lack of games that portrayed women positively in the video game industry, so I launched my own studio, gave a lot of very talented women jobs, and we made some of the most awesome, empowering games in the business.
I do not think novels are necessarily more worthwhile than games. A novel can be a trivial waste of time, and a game can teach. Whatever the genre, I think a successful narrative allows us to participate, to try on new roles and points of view. At their best, novels and games serve as vehicles for discovery.
Free-form games in which the player can make choices about what the game is going to be, become a kind of gaming equivalent of the narrative possibility.
The kinds of games I'm most interested in are narrative games.
I've played a lot of games - I started very early, and the first 50 games were just warm-up games.
Though I respect hugely the effort and the care and the beauty of games, I want to be working with people who want to create the 'War & Peace' of games, the 'Citizen Kane' of games, and not just be warming up George Romero.
The more I learned about games, the more frustrated I became because the games weren't very good. I could tell a good game from a bad game. My conclusion was: let's make our own games.
I have done a lot of NFL games, a season-opening home games, playoff games, championship games, and of course Stanley Cup games, World Series, NBA championship games. But I have never done a Superbowl. It's probably the only major sporting event I've never done and I would like to.
I have to admit, between the Seahawks games and the Blazer games and playoffs games, we're talking about close to 100 games a year, so I don't really follow other sports a lot.
Since when do we even play games?” “Since when don’t we play games? Games of life, games of death. Games of love, of hope, of chance, of despair, and of all the myriad wonders in between.” I rolled my eyes at the newcomer. “Hello, Carter.
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