If you're into #gamestudies #history #mediastudies You might like this interview two of my students and I have out -- it's with Jessyca Durchin, who produced Barbie Fashion Designer @histodons
https://www.romchip.org/index.php/romchip-journal/article/view/159
Hi, I'm Benj. I've been collecting computers and video games to preserve tech history since 1993
I started vintagecomputing.com in 2005 and began freelancing shorty thereafter for sites like PCWorld, Fast Company, The Atlantic
I introduced a lot of early video game and microcomputer history to the web
I also make music and created a bunch of joysticks. I run a BBS and a MUSH
Right now, I'm Ars Technica's AI and ML reporter, but history's still in my blood #introduction

I got Chris and a few people who knew him at the time (Don Daglow, Johnny Wilson, Gordon Walton) to reflect on the moment, and what it means to them, as we hear excerpts from his impassioned monologue about his dream.
https://lifeandtimes.games/episodes/files/30
Hello, I realised I never did an official #introduction - I’m John Passfield, game developer. I made some classic 90’s games like Halloween Harry/Alien Carnage and Flight of the Amazon Queen. I also co-created Ty the Tasmanian Tiger. I’ve been making games since I was in high school (in the eighties!!). I toot about games, movies and comics (I also draw the occasional cartoon). I’m currently making games in Unity and SwiftUI for PC, mobile and Apple Watch.
Quick #introduction: I research and write about forgotten geek history, with a focus on playable female protagonists aka #VideoDames.
I created the greatest #Metroid video on Youtube:

Anyway, what I love here is how the icon takes the design language of the Mac's own UI — that a hand with a pen or brush indicates an app used for creativity — and extends it to a third-party application meant for making media-rich Mac games. And the fact that it looks like the hand is marking out the world just perfectly fits both the name and the function of the software — the World Builder is used to build virtual worlds. I think it's a neat collision of ideas. #macicons


Glider was often called the quintessential Mac game, and for good reason — it hard charm, whimsy, quirkiness, and a friendly, open sense of discoverability about it. And creator John Calhoun managed to squeeze it down to 32 pixels by taking his paper plane sprite, a heating vent (used in the game to provide lift, so that the plane can return to the top of the screen for a fresh descent), and some dots to visualise the air currents — everything you need to know about how the game works. Plus it looks fantastic.

