Recently, I spoke with Q*Bert, developer, Warren Davis, for the ACAM Education Program, and here is what he had to say about his creation…..
ACAM: Warren, can you tell us a little bit about your educational background?
Warren: I have a BS in Computer and Systems Engineering from Rensselaer Polytechnic University in Troy NY, and an MS in EE from Ohio State Univ.
ACAM: Prior to joining Gottlieb, you worked for Bell Labs. What kind of work were you doing there?
Warren: I was a tester for Operator Services, which was a group that would write new features into the system that telephone operators used, and I was part of the team that would travel to a phone company office somewhere in the country which would be a guinea pig for the new software and spend a few months testing that software. In-between those assignments, I was on loan to the R&D group, where I designed some pattern matching hardware for a speech recognition system. This was a long time ago - pretty advanced stuff then.
ACAM: You joined Gottlieb in 1982. Were you specifically looking to get into video games, or was it just a matter of looking for a new job? How did your previous employment history translate to programming video games?
"Remember that games are entertainment, but can also be art. Try to advance the art of what makes a game unique if you can. Also, it's great to have a vision for what you want to create, but don’t be afraid to experiment and fail. Failure is a key to larger success."
Warren: I was specifically interested in making video games. That's what Gottlieb's ad in the Sunday paper said. In fact, when I left Bell Labs, I thought I was done with engineering as a career. It was the notion of making games that brought me back into it. As for the second part of the question... it didn't at all. But as it turned out, there weren't that many experienced video game programmers in Chicago at the time, so Gottlieb was willing to take a chance on people.
ACAM: Gottlieb was known at that time as a pinball company & broke into video game development with Tim Skelly's Reactor. Since Gottlieb had no real experience in video games, I would have to assume you & the other video game developers were starting with nothing. What were some of the advantages and disadvantages of working in that type of environment?
Warren: The advantage was that we could invent the art form as we went along, and we were encouraged to do so. We also had the advantage of Tim Skelly's background and experience, and he served as a mentor to us. The disadvantage was that there was very little oversight from management initially, and some programmers floundered.
ACAM: My understanding is that your first project was assisting on a title that went by a number of different names during its development. I believe it is most commonly known as Argus or Protector. The game never made it beyond the testing stage. Not much has been made public about that game beyond that it was a superhero game played with a trackball. Can you describe the game and what your involvement was?
Warren: It was a super-hero game inspired by the Superman II movie which featured the 3 Kryptonian villains. We didn't have a license to use Superman, so the hero was a generic flying super-hero battling 3 equally powered super villains. The villains would knock the hero into buildings and rubble would fall to the ground crushing pedestrians walking on the street. I programmed a bulldozer that would occasionally come out and push the rubble off the screen.