![]() ![]() ![]() ![]() I spent about fifteen years working at Melbourne House in Australia (which went from being independent to being bought by Infogrammes/Atari, and was then bought by Krome, before finally being wound down, but it was mostly the same awesome group of talented folks for most of that time. In a lot of ways, I’m in the industry today because of him. Exhibiting your own game is definitely a bit overwhelming a lot more than exhibiting somebody else’s one!Īndrew was definitely the one who got me seriously into game development and made me think about it as a viable career. I was exhibiting my own game over in the expo hall, and I had completely lost track of time. I’m a little embarrassed to have missed this talk, even though was actually in the building at the time. And we lost touch shortly after I went off to university. It seemed like an almost unimaginably large amount of money to me back then (I was in my last year of high school), but I’m sure it was the smallest of his costs in polishing up the game to his standards! In retrospect, I’d be startled if he didn’t decide the code was a complete write-off and needed to be rewritten from scratch I’d been an absolute neophyte at the time! But he was kind enough not to tell me about it, if so!Īndrew and I still have never met face to face our conversations were entirely online. He eventually bought the rights to a game that I had put together and basically transformed it it became “Chiral”, which I believe was the second game released by Ambrosia.įor $1500 he got the source code, data, IP rights, and a time-limited non-compete. Andrew kind of took me under his wing during the early days of Ambrosia and taught me a lot about game coding, while I was still in high school. ![]()
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