” Looking back, video game design seems a natural fit, although there was no such thing when I was growing up. I built a Tic-Tac-Toe playing machine in my teens which went up in smoke on the night it was scheduled to go to a science fair. “


” Our co-founder and company president, Jim Levy, came from a record industry background and understood the marketing and promotion of artists as well as products. So the video game business went from absolutely zero designer credit to something approaching rock star promotion. “


” We wanted to create an environment where if a game player enjoyed the ‘writing style’ of a particular game designer, he or she could look for the next game by that same author and not be disappointed. “


” One week before Pitfall! was to be released, I only gave you one life to play the whole game. I was experimenting with that concept as sort of the ultimate challenge. “


” The letters were universally complimentary, and we designers loved hearing that our games were being enjoyed, but if they weren’t sending us a picture of their screens most of those writers would have spent their time playing the game rather than writing letters. “


” I was a little hesitant at taking the job at Atari. I had never programmed for a living and I worried it might get boring (building circuits seemed more fun). But I would probably still be in the video game business. “



All 6 David Crane Quotes about Game in picture


Looking back, video game design seems a natural fit, although there was no such thing when I was growing up. I built a Tic-Tac-Toe playing machine in my teens which went up in smoke on the night it was scheduled to go to a science fair.
Our co-founder and company president, Jim Levy, came from a record industry background and understood the marketing and promotion of artists as well as products. So the video game business went from absolutely zero designer credit to something approaching rock star promotion.
We wanted to create an environment where if a game player enjoyed the
One week before Pitfall! was to be released, I only gave you one life to play the whole game. I was experimenting with that concept as sort of the ultimate challenge.
The letters were universally complimentary, and we designers loved hearing that our games were being enjoyed, but if they weren
I was a little hesitant at taking the job at Atari. I had never programmed for a living and I worried it might get boring (building circuits seemed more fun). But I would probably still be in the video game business.

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