|Megaspectre (1993)||(Additional Game Design)|
|Spectre Supreme (1993)||(Additional Game Design)|
|Spectre VR (1993)||(Design Contributions)|
|Spectre (1991)||(Spectre Original Version by)|
|Star Wars: The Old Republic (2011)||(Analytics Architect)|
|F/A-18 Hornet 2.0 (1995)||(Product Testers, v1.0)|
|Spectre (1991)||(Reference Manual Authors)|
|The Journeyman Project (1993)||(Apple Computer)|
|Myst: Masterpiece Edition (1999)||(Our Special Thanks to)|
|F/A-18 Hornet 2.0 (1995)||(Special thanks to)|
|Links 386 CD (1995)||(Special thanks to)|
|Power Pete (1995)||(Special Thanks)|
|F/A-18 Hornet (1993)||(Special Thanks to:)|
|Myst (1993)||(Thanks To)|
|Pathways into Darkness (1993)||(Special Thanks)|
|SimLife (1992)||(Special Thanks To)|
|Hellcats Over the Pacific (1991)||(Special Thanks To)|
|Out of This World (1991)||(Thanks To)|
Craig is one of the early videogame pioneers (e.g. "Game Geezer"). He began his technology career in 2000 as "Technology Evangelist” at Apple Computer, during which time he co-authored Spectre, the first 3D network-enabled computer video game. He then became the manager of Consumer Evangelism, authoring and editing the "Macintosh Game Developer's Handbook". Game design credits included a number of MacOS games and developers that he worked with during this time.
In the mid-90's he joined Interplay where he negotiated OEM game bundling licenses with major PC hardware vendors, and also managed a development team producing Interplay OEM versions titles including Descent and VR Sports, and several other OEM versions of titles from LucasArts, Viacom, Activision, Maxis, GT, Shiny, Humongous and Microprose.
In the late 90's he formed a team at TechWorks to produce 3D accelerator cards for both Mac and PC, based on 3Dfx chipsets, and produced software bundles packaged with these award winning products.
In 1999 became involved in Texas area venture capital, evaluating and mentoring hundreds of software startups. In 2003 he joined Online Alchemy, contributing to the development of the Dynemotion People Engine and API that enabled sentient, life-like, self-directing NPCs for use in games and military simulations.
In 2010 he worked with Brilliant Bytes Software to produce a retro-release of Spectre3D for iOS. Later in 2010 he was approached by the founders at BioWare to launch a big data analytics and business intelligence effort for the Label, enabling visual analytics, funnel metrics, and text and sentiment analysis for Star Wars: The Old Republic and Mass Effect 3.
A frequent conference speaker, a sampling of his presentations include: Austin GDC: “Military Applications for Gaming” (2004) Bootstrap Austin: “Entrepreneur’s Top 10” (2006) Austin Community College: Leadership Series (2009) Tableau Conference: “Biz Viz @ Hyperspeed” (2011)
You can reach Craig at [email protected]
Last updated: Sep 27, 2012