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Warren Davis

Game Credits

Production

Lunar Explorer (2006)   (Project Manager)
 

Design

Black Penguin (2001)   (Thanks to the inventors of Q*Bert for giving the author the inspiration for this game)
Revolution X (1994)   (Design)
Q*bert (1982)   (Designed by)
 

Programming/Engineering

Spyro: Enter the Dragonfly (2002)   (Project Coordinator/Senior Engineer)
Disney's Activity Centre: Tarzan (1999)   (Title Engineers)
Disney's Animated Storybook: Mulan (1998)   (Title Engineers)
Cruis'n World (1996)   (Art Tools)
NHL Open Ice: 2 On 2 Challenge (1995)   (Software Support)
WWF WrestleMania (1995)   (Artwork Tools)
Cruis'n USA (1994)   (Art Tools)
Revolution X (1994)   (Design and Software)
Terminator 2: Judgment Day (1991)   (Program)
Joust 2: Survival Of The Fittest (1986)   (Programmed by)
Q*bert (1982)   (Programmed by)
 

Thanks

Q*bert (2000)   (Very Special Thanks)
NBA Hangtime (1996)   (Special Thanks)
Mortal Kombat 3 (1995)   (Many Thanks Go to)
NBA Jam Tournament Edition (1994)   (Special Thanks)
Mortal Kombat II (1993)   (Special Thanks to)
NBA Jam (1993)   (Special Thanks)
Mortal Kombat (1992)   (Special Thanks to)
Q*bert 3 (1992)   (Hats off to the original Q*Bert Arcade Design Team)
Q*bert (1982)   (Special Thanks)
 


Developer Biography

Warren Davis was hired by D. Gottlieb & Co. in Chicago in 1982, where he designed and programmed the original Q*bert arcade game. He followed up that success with a laserdisc game titled Us vs. Them, which blended arcade action with live action filmed story scenes.

At Williams Entertainment Inc., he programmed Joust 2 and later developed the video digitization system which allowed video footage of live actors to be integrated into a game. This was used on all of Williams/Midway's arcade games of the late 1980's and 1990's (including Narc, High Impact Football, Mortal Kombat, NBA Jam, and Terminator 2 among others). He was a co-designer and programmer of the Terminator 2 arcade game, as well as Revolution X featuring Aerosmith.

In 1996, Warren moved to California and worked for Disney Interactive and later Disney Imagineering, in their VR Studio. He was the project leader for the PS2 / Game Cube console game, Spyro: Enter the Dragonfly, and worked on a prototype for an unreleased console game before joining VirtueArts, Inc. in 2004.

Last updated: Aug 21, 2009


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