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William Ralph Wright (born January 20, 1960) is an American video game designer and co-founder of the game development company Maxis, which later became part of Electronic Arts. In April 2009, he left EA to run Stupid Fun Club Camp, an entertainment think tank in which Wright and EA are principal shareholders.
Proxi is an upcoming [when?] game designed by video game designer Will Wright and developed by Gallium. The independent Gallium Studios was co-founded by Wright (creator of the SimCity franchise) and Lauren Elliott (designer of Carmen Sandiego). [1] It will be the first game created by Wright in over 10 years. [2]
Spore is a video game developed by Maxis and designed by Will Wright, released in September 2008.The game has drawn wide attention for its ability to simulate the development of a species on a galactic scope, using its innovation of user-guided evolution via the use of procedural generation for many of the components of the game, providing vast scope and open-ended gameplay.
Wright (pictured) said that the game. And, oddly enough, it will be based on Bruce Sterling's short story "Maneki Neko," Eurogamer reports. The information was revealed to the news site at E3 ...
Will Wright in 2010. Game designer Will Wright was inspired to create a "virtual doll house" after losing his home during the Oakland firestorm of 1991 and subsequently rebuilding his life. [1] [2] Replacing his home and his other possessions made him think about adapting that life experience into a game.
SimCity is an open-ended city-building video game franchise originally designed by Will Wright.The first game in the series, SimCity, was published by Maxis in 1989 and was followed by several sequels and many other spin-off Sim titles, including 2000's The Sims, which itself became a best-selling computer game and franchise. [1]
Check out Game Head's latest video above, which includes the fabled Will Wright appearance. He's sandwiched between Call of Duty 4 tidbits, but it's a small price to pay for his lines alone.
Simlish is a constructed language devised by game designer Will Wright for the Sims game series developed by Electronic Arts.During the development of SimCopter (1996), Wright sought to avoid real-world languages, believing that players would grow to show disdain for repetitive dialogue.