Evoking the Inexpressible: The Fine Art and Business of Games

Authors

  • Jennifer deWinter Worcester Polytechnic Institute
  • Ken S. McAllister The University of Arizona
  • Judd Ethan Ruggill Arizona State University

DOI:

https://doi.org/10.7557/23.6119

Abstract

This interview is excerpted from a series we conducted in early 2010 with Brian J. Moriarty,  Professor of Practice at Worcester Polytechnic Institute (WPI). Moriarty has been developing games for the better part of 30 years, and has worked for Analog, Infocom, LucasArts, Rocket Science, Mpath, Hearme, Skotos Tech, and ImaginEngine. He has produced a host of critically and commercially acclaimed titles, including Wishbringer, Trinity, Beyond Zork, and Loom, which earned MacWorld's Adventure Game of the Year in 1990.

Downloads

Published

2010-04-26

How to Cite

deWinter, J., McAllister, K. S. and Ruggill, J. E. (2010) “Evoking the Inexpressible: The Fine Art and Business of Games”, Eludamos: Journal for Computer Game Culture, 4(1), pp. 109–115. doi: 10.7557/23.6119.

Issue

Section

Interviews