Age, Biography and Wiki

Chris Crawford was born on 1 June, 1950 in Houston, TX, is a Video game designer. Discover Chris Crawford's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is He in this year and how He spends money? Also learn how He earned most of networth at the age of 74 years old?

Popular As N/A
Occupation Video game designer
Age 74 years old
Zodiac Sign Gemini
Born 1 June, 1950
Birthday 1 June
Birthplace Houston, Texas, US
Nationality United States

We recommend you to check the complete list of Famous People born on 1 June. He is a member of famous with the age 74 years old group.

Chris Crawford Height, Weight & Measurements

At 74 years old, Chris Crawford height not available right now. We will update Chris Crawford's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
Body Measurements Not Available
Eye Color Not Available
Hair Color Not Available

Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
Parents Not Available
Wife Not Available
Sibling Not Available
Children Not Available

Chris Crawford Net Worth

His net worth has been growing significantly in 2022-2023. So, how much is Chris Crawford worth at the age of 74 years old? Chris Crawford’s income source is mostly from being a successful . He is from United States. We have estimated Chris Crawford's net worth , money, salary, income, and assets.

Net Worth in 2023 $1 Million - $5 Million
Salary in 2023 Under Review
Net Worth in 2022 Pending
Salary in 2022 Under Review
House Not Available
Cars Not Available
Source of Income

Chris Crawford Social Network

Instagram
Linkedin
Twitter
Facebook
Wikipedia Chris Crawford Wikipedia
Imdb

Timeline

2019

Let me explain to you why interactivity is so overwhelmingly important. Let me talk about the human brain. You know, our minds are not passive receptacles, they are active agents. It’s not as if we have a button on the side of our heads and they come along and push the button and the top of our heads flips open and then they take a pitcher full of knowledge and pour it into our skull, and then they close the top of our head, shake well and say, «Congratulations, you’re educated now!». [...] All the higher mammals learn by playing, by doing, by interacting. And indeed, the higher the mammal, the more of its life is spent in play to prepare itself for adulthood. So you can see, this active role of the mind is fundamental to the way we think, it’s wired into our brains. And over the millennia we humans have learned ways to improve upon this. The first improvement is language. [...] So language is a way of allowing one person to learn from many different people. But you know, we’ve also learned to turn that concept around to use language as a way of allowing one person to teach many people. [...] the principle remains the same. And in fact, this is the genesis of art. 'Cause art really is just a way of communicating ideas.

[...] The interactive conversation is effective, but the expository lecture is efficient. That’s the trade-off we make. And over the centuries, we humans have learned that the gains in efficiency outweigh the losses in effectiveness. And therefore we choose expository methods. But the sacrifice remains real! We haven’t ever solved that problem. It’s been with us since the beginning of history. Every single artist has faced this, every communicator, every teacher, every novelist, every sculptor, every singer, every musician, every painter, every single artist through all of human history has been forced to sacrifice effectiveness for efficiency… until now. Because now we have a technology that changes everything. [...] That is the revolutionary nature of the computer. It allows us to automate interactivity to achieve both effectiveness and efficiency. That was the most important part of my dream.

2014

I dreamed of the day when computer games would be a viable medium of artistic expression — an art form. I dreamed of computer games encompassing the broad range of human experience and emotion: computer games about tragedies, or self-sacrifice; games about duty and honor, patriotism; a satirical game about politics, or games about human folly; games about men's relationship to God or to Nature; games about the passionate love between a boy and girl, or the serene and mature love between husband and wife of decades; games about family relationships or death, mortality, games about a boy becoming a man, and a man realizing that he is no longer young; games about a man facing truth at high noon on a dusty main street, or a boy and his dog, and a prostitute with a heart of gold. All of these things and more were part of this dream, but by themselves they amounted to nothing, because all of these things have already been done by other art forms. There was no advantage, no purchase, nothing superior about this dream, it's just an old rehash. All we are doing with the computer, if all we do is just reinvent the wheel with poor grade materials, well, we don't have a dream worth pursuing. But there was a second part of this dream that catapulted it into the stratosphere. The second part is what made this dream important and worthy: that is interactivity.

2013

The Game Developers Conference, which in 2013 drew over 23,000 attendees, began in 1987 as a salon held in Crawford's living room with roughly 27 game design friends and associates. The gathering's original name, the Computer Game Developers Conference, would remain into the 1990s until the word Computer was dropped. While the GDC has become a prominent event in the gaming industry, Crawford was eventually ousted from the GDC board, and made his final official appearance at the gathering in 1994. He eventually returned to the conference, giving lectures in both 2001 and 2006.

2009

Since then, Crawford has been working on Storytron (originally known as Erasmatron), an engine for running interactive electronic storyworlds. As of December 2008, a beta version of the Storytronics authoring tool, Swat, has been released. The system was officially launched March 23, 2009, with Crawford's storyworld sequel to Balance of Power. As of December 1, 2012, the project has been in a "medically induced coma." In August 2013 Crawford released source code of several of his games from his career to the public, fulfilling a 2011 given promise, among them Eastern Front (1941) and Balance of Power.

1993

After his "Dragon" speech, at GDC 1993, and his apparent exit from the gaming industry, Crawford did appear at GDC the following year but had not abandoned his unconventional views on game design. Computer Gaming World wrote after the 1993 conference that Crawford "has opted to focus upon a narrow niche of interactive art lovers rather than continuing to reach as many gamers as possible". He served as editor of Interactive Entertainment Design, a monthly collection of essays written for game designers.

1992

At the 1992 CGDC, Chris Crawford gave "The Dragon Speech", which he considers "the finest speech of [his] life". Throughout the speech, he used a dragon as a metaphor for video games as a medium of artistic expression. He declared that he and the video game industry were working "at cross purposes", with the industry focusing heavily on "depth", when Crawford wanted more "breadth": to explore new horizons rather than merely furthering what has already been explored. He arrived at the conclusion that he must leave the gaming industry in order to pursue this dream. He declared that he knew that this idea was insane, but he compared this "insanity" to that of Don Quixote:

1986

Crawford acknowledged that his views on computer game design were unusual and controversial. In a 1986 interview with Computer Gaming World he stated that he began writing software as a hobby that became a job with the goal of writing the best possible game. Crawford said that by 1982, his goal was to pursue computer games as an art form. While denouncing hack and slash games ("just straight run, kill or be killed"), text adventures ("about as interesting as a refrigerator light"), and the Commodore 64 and Apple II series ("so gutless. I don't feel I can do an interesting game on them"), he stated that Dan Bunten, Jon Freeman and Anne Westfall, and himself were the only designers who had proven that they could develop more than one great game.

1984

Crawford wrote a non-fiction book published by McGraw Hill in 1984: The Art of Computer Game Design

1983

By 1983 BYTE called Crawford "easily the most innovative and talented person working on the Atari 400/800 computer today", and his name was well enough known that Avalon Hill's advertising for a revised version of Legionnaire mentioned Crawford as author. Laid off in the Atari collapse during the North American video game crash of 1983, Crawford went freelance and produced Balance of Power for the Macintosh in 1985, which was a best-seller, reaching 250,000 units sold.

1972

After receiving a B.S. in physics from UC Davis in 1972 and an M.S. in physics from University of Missouri in 1975, Crawford taught at a community college and the University of California.

1950

Christopher Crawford (born June 1, 1950) is a computer game designer and writer. He designed and programmed several important computer games in the 1980s, including Eastern Front (1941) and Balance of Power. Among developers he became known for his passionate advocacy of game design as an art form, founding both The Journal of Computer Game Design and the Computer Game Developers Conference (now called the Game Developers Conference). In 1992 Crawford withdrew from commercial game development and began experimenting with ideas for a next generation interactive storytelling system. In 2018, Crawford announced that he had halted his work on interactive storytelling, concluding that it will take centuries for civilization to embrace the required concepts .

1941

He experimented with the Atari 8-bit computer's hardware assisted smooth scrolling and used it to produce a scrolling map display. This work led to Eastern Front (1941), which is widely considered one of the first wargames on a microcomputer to compete with traditional paper-n-pencil games in terms of depth. Eastern Front was initially published through the Atari Program Exchange, which was intended for user-written software. It was later moved to Atari's official product line. He followed this with Legionnaire, based on the same display engine but adding real-time instead of turn-based game play.