Steve Fulton is has worked in the web and mobile game industry for the past 17 years. He spent 15 years at Mattel Toys as developer and development manager for Barbie and Hot Wheels web sites, creating sites and games for a kids' audience. Steve has been an editor for the indie game development blog 8bitrocket.com since 2006. He has co-written two books on web game development: The Essential Guide To Flash Games (2010) and HTML5 Canvas (2011). An updated 2nd edition of HTML5 Canvas is scheduled for release in 2013. Steve is now the Senior Manager Of Software Development for Mattel Digital Play, email@example.com, or Twitter @stevefulton
Random Game Idea : A Twitter Feed Of Mostly Useless (But Sometimes Not) Fodder To Spark Your Imagination
HTML5 Canvas + Chrome + Webcam = Video Puzzle Of You (demo)
I believe technology has reached the point where "retro" game collections can move beyond mere curious nostalgia, and truly return players to a specific time and place in their past.
While many people have heard of the Jaguar's Tempest 2000 and Alien Vs. Predator, there are very few other games from Atari's post-1984 console output that have been hailed in the hallowed halls of video game history.
Atari Inc. created a ton of games and I.P. that have yet to be remade in the modern era. There are lesser-known 9 coin-op games I think would make great casual web and mobile games in 2013
The People's History Of The First Video Game Company:
"Atari Inc: Business Is Fun" Book Review
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[Blog - 12/03/2013 - 02:18]
Yep, but it 's been ...
Yep, but it 's been a long time coming. r nThe dedication in my 2011 book on the HTML5 Canvas read: r n r n To Flash
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In 1983, at 13 years ...
In 1983, at 13 years old, I sat down with my second-hand, 2.4mhz, 48K Atari 800 computer and made my own games. Today I sit down at 8-Core, 8 GB Windows laptop, and I do the same thing. You are correct, I make games for no other reason than because ...
[Feature - 11/04/2013 - 04:00]
Every 4 years or so ...
Every 4 years or so a game cycle ends, customers move on the next big thing, and people who love to make games are stuck wondering what happened Nothing really happened except that too many games employed the same ideas, experiences got stale and the customers grew tired of something ...