Game Programmer - History

History

In the early days of video games (from the early 1970s to mid-1980s), a game programmer also took on the job of a designer and artist. This was generally because the abilities of early computers were so limited that having specialized personnel for each function was unnecessary. Game concepts were generally light and games were only meant to be played for a few minutes at a time, but more importantly, art content and variations in gameplay were constrained by computers' limited power.

Later, as specialized arcade hardware and home systems became more powerful, game developers could develop deeper storylines and could include such features as high-resolution and full color graphics, physics, advanced artificial intelligence and digital sound. Technology has advanced to such a great degree that contemporary games usually boast 3D graphics and full motion video using assets developed by professional graphic artists. Nowadays, the derogatory term "programmer art" has come to imply the kind of bright colors and blocky design that was typical of early video games.

The desire for adding more depth and assets to games necessitated a division of labor. Initially, art production was relegated to fulltime artists. Next game programming became a separate discipline from game design. Now, only some games, such as the puzzle game Bejeweled, are simple enough to require just one fulltime programmer. Despite this division, however, most game developers (artists, programmers and even producers) have some say in the final design of contemporary games.

Read more about this topic:  Game Programmer

Famous quotes containing the word history:

    ... all big changes in human history have been arrived at slowly and through many compromises.
    Eleanor Roosevelt (1884–1962)

    Culture, the acquainting ourselves with the best that has been known and said in the world, and thus with the history of the human spirit.
    Matthew Arnold (1822–1888)

    Don’t give your opinions about Art and the Purpose of Life. They are of little interest and, anyway, you can’t express them. Don’t analyse yourself. Give the relevant facts and let your readers make their own judgments. Stick to your story. It is not the most important subject in history but it is one about which you are uniquely qualified to speak.
    Evelyn Waugh (1903–1966)