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          Scott, coincidentally the best Mario Cart player in Dallas, heads off to 
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      Scott Miller 
    Owner/Partner 
      
    [ Developers Rule at 3D Realms ] 
       
      
    Background 
     
          While living in Australia, began writing computer games in 1975 on a 
          Wang 2000 and have since written over 100 games, large and small, up 
          until 1990, with over 20 commercially released on disk magazines such 
          as I.B.Magazette and Softdisk (Big Blue Disk). During the mid-80's I 
          wrote professionally for several national gaming magazines, including 
          COMPUTE!, as well as writing a weekly syndicated column for four years 
          for The Dallas Morning News (titled "Video Vision" the first two 
          years, then renamed "Computer Fun" for another two years). In the 
          early 80's also co-authored (with George Broussard) a book on beating 
          arcade games.  
           
          A few of the more recognizable games I wrote during this time: 
          
            - 
          
          Beyond the Titanic -- an Infocom-sized 
          text-only adventure game (PC) 
             
            - 
          
          Supernova -- a move advanced text 
          adventure game (PC) 
             
            - 
          
          Trek Trivia -- a ten episode, 1000-question series featuring classic 
          Star Trek 
             
            - 
          
          Kroz -- A total of seven episodes, these are the games that launched 
          Apogee in 1987 
             
       
          
          Computers I've owned: Commodore PET (1979), VIC-20, C-64, Amiga 1000 
          and the original IBM PC (8086). As a programmer, I learned and used at 
          various times FORTRAN, COBOL, BASIC, Modula, Prolog, Pascal and C. 
          (Most games I wrote during the 80's used Turbo Pascal.) 
           
          In 1990 I quit my day job to focus on Apogee full-time. (Apogee had 
          been a part-time business since late 1987.) Immediately recruited 
          several key developers to join me as shareware game developers, 
          including id Software (before they were id) and Todd Replogle (author 
          of the first three Duke Nukem games). Also at this time turned Apogee 
          into a partnership by teaming up with long-time friend and game maker, 
          George Broussard. 
           
          Much of my education came by spending far too much time and money 
          playing arcade, video and computer games throughout the 80's, as well 
          as working at two arcade locations for several years early in that 
          decade. Foolishly dropped $1000 upon $1000 of quarters during that 
          time -- best investment I ever made. 
            
    Apogee/3D Realms Duties 
  
    
    Managing the company includes 
    setting goals and a company mission, dealing with publishers and other 
    partners, making agreements/deals with these partners, and providing our 
    developers whatever is needed to help them do their job better. Also oversee 
    most of the marketing tasks and work with our publisher with their marketing 
    of our games. 
     
    Development-wise, I work with all external developer partners, providing 
    design guidance and marketing direction. Also maintain a role with all 
    internally developed games. My primary concern with our games is to be 
    innovative, creative and push into areas where no one else has been before. 
     
    Projects Worked on  
     
    Everything ever released by us. Completely wrote games such as Beyond the Titanic,
    Supernova, Trek Trivia, and all seven Kroz games. Designed levels for many of our later
    released games, including the entire first episode of the first Duke Nukem. 
     
    Education/Career highlights  
     
    Founded Apogee in 1987. Spent a lot of wasted time in college--I've always 
    been more interested in pursuing a career in the game industry, be it a 
    writer or developer, and college always seemed to be in the way. Finally 
    dropped out with only a semester to go before graduating. (Would not 
    recommend this approach for everyone.) 
     
    Honored in a 1996 issue of Next Generation magazine as one of "The 75 Most 
    Important People in the Game Industry." One of only eight people to be 
    honored with the Shareware Industry Foundations' "Lifetime 
    Achievement Award." Member of the Association of Shareware 
    Professionals' "Hall of Fame." In 1997, listed in Computer Gaming World as 
    one of the 15 most influential people in the games industry. In 1997, part 
    of a group of 30 in Next Generation magazine as one of the "most important 
    people in the American game industry." Was a founder of the Shareware Trade 
    Association and Resources (STAR), which was instrumental in fixing some of 
    the shareware industry's biggest problems. Was a founder of Gathering of 
    Developers. 
       
    Other Interests / Hobbies  
     
    Love downhill snow skiing on blacks, double blacks and off-trail, and like disc golf,
    tennis, bowling, poker, paintball, jet skiing, water skiing, knee-boarding, off-road
    motorcycling and about anything athletic and adventurous. Have a black belt in Tang Soo
    Do, Korean karate. Also an avid drummer with a 25-piece custom designed mahogany MasterCraft Pearl kit 
    based on two of my
    favorite drummers: Neil Peart (Rush) and Terry Bozzio (back when he was in Missing
    Persons). I can't play like these guys, but my drum set looks good! 
    Check out this picture as well as this
    picture of my kit. 
       
    Favorite Computer Games  
     
    Arcades: Missile Command, Asteroids, Forgotten Worlds and Tempest  
     
    Computer games: M.U.L.E., Archon, Ultima III, Enchanter, Planetfall, Space Quest 3,
    Jumpman, You Don't Know Jack,  and Sword of Kadash.
      
    
              
          
      
    
    Scott's Library:  
  
    
    I get quite a few emails about game development 
    books, marketing and business books, so I decided to make it easier to 
    answer these emails, I'd just add them to my bio page. 
  
    
    Game Design & Development Books 
  
    
    
    Chris Crawford on Game Design (ISBN:  
    0131460994) 
        
    
    From his bio: "Chris Crawford is the 'grand old 
    man' of computing game design...Chris has 14 published games to his 
    credit...He founded, edited, and wrote most of The Journal of Computer Game 
    Design...[and] He founded the Computer Game Developers' Conference [now the 
    GDC]." So why haven't you heard of Chris recently? Since the early 90's he's 
    been focused on developing technology for interactive storytelling. Still, 
    despite his departure from mainstream game development, Chris' professional 
    experience, since 1979 starting at Atari, and his intellectual involvement 
    with the industry, has led to him being one of the industry's top thinkers 
    and his often penetrating viewpoints should not be ignored. The first half 
    of the book brings together his overall design theories, while the second 
    half details his war stories, creating his own games, and the lessons 
    learned and applied while doing so. Great reading. 
         
    
    The 
    Writer's Journey: Mythic Structure for Writers (ISBN:  
    0941188701) 
        
    
    A lucid melding of Joseph Campbell's pioneering 
    work on mythology (specifically, Hero with a Thousand Faces) along with Carl 
    Jung's work on psychological work on archetypes.  An indispensable guide for 
    those interested in creating heroic characters and epic stories.  Includes 
    tons of examples from real movies, such as Star Wars, that rely deeply on 
    the material explained here. 
         
    
    Game 
    Architecture & Design (ISBN: 1576104257) 
        
    
    Co-authored by Andrew Rollings & Dave Morris. 
    This best book covering the topic of game design and development on the 
    market, as of Dec. 2001. I knew this was going to be a good book when in its 
    Introduction I read: "We reject the assertion that gameplay is entirely 
    unpredictable and thus cannot be designed." This book is full of 
    fundamentally good game design advice, beating other game design books hands 
    down--and I've read them all. 
         
    
    
    Game 
    Creation and Careers
    (ISBN: 0735713677) 
        
    
      Edited by Marc Saltzman, this book is an 
      extensive collection of interviews with industry pros; it's fascinating to 
      hear their advice and development stories. 
         
    
    
    
    Positioning: The Battle for Your Mind, 20th Anniversary Edition 
    (ISBN: 0071359168) 
        
    
    I'll ask for you, "What does this marketing book 
    have to do with game design?" Everything. Project leaders and lead game 
    designers must read this book if they really want to understand the science 
    of consumer behavior. Bottom line, the key principles of positioning will 
    help game designers create more innovative and unique games. Duke Nukem and 
    Max Payne have much to owe to this book and others by these same authors, Al 
    Ries and Jack Trout. This is perhaps the most important book I've ever read, 
    as it provides the key to understanding how consumers think and why they 
    choose one product over a competitor's. 
         
    
    Here's a few other books from these uber-marketing 
    gurus that I highly recommend: 
        
    
    
    
    Reinventing Comics (ISBN: 0060953500) 
        
    
    Author Scott McCloud is a deep thinker about the 
    comics industry, and a great many of his insights apply directly to the game 
    industry. 
         
    
    
    Graphic 
    Storytelling & Visual Narrative (ISBN: 0961472820) 
        
    
    Game designers have a lot to learn from author 
    Will Eisner, one of the legendary masters of comics. Also recommended is his 
    first book on this topic, "Comics & Sequential Art." 
         
    
    
    The DC 
    Comics Guide to Writing Comics (ISBN: 0823010279) 
        
    
    Another valuable resource for game designers 
    interested in telling better stories and creating more compelling game 
    characters. 
         
    
    
    
    Characters and Viewpoint (ISBN: 0898799279) 
        
    
    Orson Scott Card (author of "Ender's 
    Game," one of the best science fiction books of all-time), is a 
    professor of writing and has a lot to teach game designers about 
    constructing interesting characters. I've been lucky enough to talk to Orson 
    (he used to write for the game industry) and from experience I know his 
    insights are right on the money. 
         
    
    
    Story 
    Sense (ISBN: 0070389969) 
        
    
    Many writers will recommend another fine book,
    Story, 
    by Robert McKee, but I prefer Story Sense hands down. Anyone in the business 
    of writing stories for games should read this book, and learn precisely what 
    makes an interesting story, with a well structured plot, subplots, 
    characters, motives and pacing. One of my favorite quotes from the book: 
    "Write simple stories with complex characters." 
    
      
         
    
    Business Books 
      
    
    
    Patton 
    on Leadership (ISBN: 0735202974) 
        
    
    The greatest general in United States history 
    was also one of the greatest of all war leaders. His style applies equally 
    well to business leadership. The more you know about Patton, the more you 
    appreciate his brilliance. There is no better book on the subject. (Also, I 
    recommend
    the 
    audio version, which has a voice actor speaking Patton's lines and 
    wisdom in an undeniably Patton-like manner--highly entertaining.) 
         
    
    
    Focus : 
    The Future of Your Company Depends on It (ISBN: 0694516287) 
        
    
    One of the top-five best books ever in my 
    library. If you run a business, you must read this book. 
         
    
    
    First, 
    Break All the Rules (ISBN: 0684852861) 
        
    
    People often confuse leadership and management, 
    when they are very different. Patton wrote the rules on leadership, and this 
    book, based on a Gallup poll of over 100,000 managers, over 25 years, 
    reveals the fundamental difference between a great manager and a 
    not-so-great one. This is truly the best book on the management of employees 
    ever written, and the insights ring with absolute verisimilitude. Anyone 
    managing people, such as a project leader, must read this book. It's not an 
    option. 
         
    
    
    The 
    Discipline of Market Leaders (ISBN: 0201407191) 
        
    
    Another break-through book that shows how 
    companies must focus on one thing at the expense of other things. For 
    example, McDonald's focuses on efficiency of food processing at the expense 
    of food quality and customer service. A company must make sacrifices like 
    this in order to focus on their key concept, i.e. fast food. Again, company 
    owners need to read this. 
    
      
         
    
    
    Good to 
    Great: Why some companies make the leap and others don't (ISBN: 
    0066620996) 
        
    
    Easily the best book I've read on what it takes 
    to create and run a successful company, and many other the hard-researched 
    principles that come from this book jive perfectly with other books I 
    recommend for business. But here, author Jim Collins and his team of 
    researches, compare successful companies with not-so-successful companies in 
    the same industry, and determine exactly why some soared while their 
    counterpoints, with the same opportunities, flopped. Just the Hedgehog 
    Concept and the Level 5 Leader concept are worth the price of this book. 
    Truly a must-read book for anyone in ownership or management. 
         
    
    Advertising & PR Books 
      
    
    
    Ogilvy 
    on Advertising (ISBN: 039472903X) 
        
    
    Ogilvy was one modern advertising's greatest 
    pioneers (in fact, I think he's still alive and working). This book, written 
    in 1985, is full of powerful insights that are still, for the most part, 
    overlooked by the game industry. Game ads wouldn't suck so bad if industry 
    marketing types would read this book. 
         
    
    
    The 
    Anatomy of Buzz (ISBN: 0385496672) 
        
    
    The game industry still seems to think that buzz 
    is created by over-hype and giving out hundreds of pre-release screen shots. 
    This book will cure that mental disease. 
         
    
    
    Tested 
    Advertising Methods (ISBN: 0130957011) 
        
    
    The author, John Caples, is one of the few 
    people to thoroughly research the field of advertising. He turned the art of 
    advertising into the science of advertising. But looking at the ads of the 
    game industry, it's obvious no one has learned from this book, as I can flip 
    through any game publication and point out the flaws and missed 
    opportunities of nearly every advertisement. Don't let your advertisement be 
    just another ineffective artsy waste of space--construct it properly so that 
    it actually does its job for you...sell your game! 
         
    
    History of the Industry 
    Books 
      
    
    
    The 
    Ultimate History of Video Games (ISBN: 0761536434) 
        
    
    Steve Kent is a regular game industry writer for 
    MSN. His book is the most detailed account of the origins of the game 
    industry, through to the current generation of consoles. This book is packed 
    with interviews and comments from the people who made it all happen, such as 
    Atari founder, Nolan Bushnell. 
         
    
    
    
    Supercade (ISBN: 0262024926) 
        
    
    If beautiful glossy pictures are your thing, 
    this is a must-have coffee table book, showing nearly every early arcade and 
    computer game in full-color glory, along with plenty of history-loaded text. 
         
    
    
    AOL.com 
    (ISBN: 0812931912) 
        
    
    A behind-the-scenes look at how AOL beat MSN. 
    Steve Case hands it to Bill Gates in one of the few battles Microsoft has 
    ever lost. Not entirely game industry related, but too good to leave off the 
    list. 
         
    
    Science Books 
  
        
          Why science books, you ask?  I'm a big fan 
          of quantum and relativistic science, so I thought I'd share.  ;-) 
      
    
    
    A Short 
    History of Nearly Everything
    (ISBN: 0767908171) 
        
    
    Unquestionably, the best all-around book on 
    science and its origins I've read.  The author is researching this material 
    as he's writing his book, and we feel his excitement and astonishment as we 
    take his journey.  Plenty of dry humor along the way too, because knowing 
    what we now know, it's funny to discover the mistakes we made along the way, 
    such as predicting the Earth's age to no more than 20 million year because 
    the Sun's fuel couldn't have latest any longer!, or that the science 
    community practically ignored Einstein's Special Theory of Relativity for a 
    decade because he was merely a worker at the patent office -- yet his theory 
    utterly change the way we view our universe.  A diverse range of topics, 
    from the astronomy, physics, chemistry, biology, paleontology, evolution and 
    much more is covered and often connected to each other.  
         
    
    
    The 
    Elegant Universe (ISBN: 0375708111) 
        
    
    The best book currently available that tells how 
    we came from E=MC^2 to M-Theory. A great book for the novice to this 
    fascinating, eye-opening subject. 
         
    
    
    The 
    Universe in a Nutshell (ISBN: 055380202X) 
        
    
    More advanced than "The 
    Elegant Universe." Hawking is one of the world's best at explaining how the 
    universe works, and this follow-up book to his "A 
    Brief History of Time" is on the cutting-edge of where science currently 
    stands with regard to finding the ultimate theory of everything. Most people 
    walking the Earth nowadays have no idea that the universe is perhaps more 
    mind-boggling than any science fiction author's fantasy. Don't be one of 
    those people. 
    
      
    
    Further Reading 
         
        
          Incredibly, there are people who actually 
          read my recommended books -- I have the emails to prove it!  And the 
          hunger is not satisfied, more recommendations have been 
          requested...often demanded. Here's a quick list of further reading, 
          though I'd still recommend the books above first.
          
          Jump Start Your Business Brain (ISBN: 1558706429) 
        
    
    Great all around book for those starting and 
    running a small business.  Much good advice. 
         
          
          
          The Power of Simplicity (ISBN: 0071373322) 
        
    
    Helps solidify one of positioning's strongest 
    principles 
         
          
          
          The 22 Immutable Laws of Branding (ISBN: 0060007737) 
        
    
    The importance of branding your product cannot 
    be underestimated.  Just look at the things you buy, like food, clothes, 
    cars, computers.  We live in a brand driven society. 
         
          
          
          The Tipping Point: How Little Things Can Make a Big Difference 
          (ISBN: 0316346624) 
        
    
    This book is interesting, insightful, but 
    perhaps not as useful as the author would hope.  I've yet to figure out how 
    to apply his findings, but it's none-the-less very educational. 
         
          
          
          Harvard Business Review on Brand Management  (ISBN: 1578511445) 
        
    
    Backs up many of the principles on positioning.. 
         
          
          
          Buzz: Harness the Power of Influence and Create Demand (ISBN: 
          0471273457) 
        
    
    Word-of-mouth advertising (a.k.a. buzz) is 
    easily the most important type of advertising your product can get.  It 
    crushes the importance of all other advertising.  learn how to exploit it. 
         
          
          
          Discover Your Genius : How to Think Like History's Ten Most 
          Revolutionary Minds (ISBN: 0060937904) 
        
    
    Skip the workshops at the end our each section, 
    but the historical window opened on each these revolutionaries is utterly 
    fascinating, entertaining and eye-opening. 
         
          
          
          How to Think Like Leonardo da Vinci: Seven Steps to Genius Every Day 
          (ISBN: 0440508274) 
        
    
    This is a great companion book to the one above 
    (Discover Your Genius), by the same author. 
         
          
          
          The New New Thing: A Silicon Valley Story (ISBN: 0140296468) 
        
    
    This is the story of Jim Clark, Silicon Valley's 
    greatest tech entrepreneur, and founder of Silicon Graphics, Netscape and 
    Healtheon (now WebMD).  Engaging behind-the-scenes account of this driven 
    personality. 
         
          
          
          One Up On Wall Street : How To Use What You Already Know To Make Money 
          In The Market (ISBN: 0743200403) 
        
    
    I have quite a number of books on stock 
    investing, and I'll throw this one out as the best one I've read.  
    Peter Lynch, the author, was the most successful of all mutual fund managers 
    up until his retirement.  Here he spills the beans on his winning 
    methods. 
         
          
          
          Stretching Scientifically: A Guide to Flexibility Training (ISBN: 
          0940149451) 
        
    
    As a fairly hardcore martial artist, I have 
    quite a library of related books and video tapes (over 200 combined).  This 
    one stands out because MOST people do not stretch properly--for example, 
    it's incorrect, and possibly damaging, to do static or passive (non dynamic) 
    stretches before karate classes, yet MOST martial arts schools include these 
    types of stretches as part of their pre-technical workout routine.  Learn 
    the correct way to stretch, and how to rapidly improve your flexibility 
    range for real world combat usage. 
         
         
        More to come when I get the chance.  | 
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