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David Crane (programmer)
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==Biography== ===Early life=== David Crane was born in [[Nappanee, Indiana|Nappanee]], [[Indiana]] in 1954.{{sfn|Cohen|1982|p=104}}{{sfn|Covert|1984|p=48}} When he was young, Crane was fascinated by technology and engineering. He dismantled a black and white television to create a channel tuner near his bedside and make a TV in a cabinet on his wall and create a [[laser]] that could ignite a match at the end of a workbench. He intended to work on making gadgets that would help people in their lives but, in 2010, he reflected that "...video game design was even a better fit for that combination of skills. But as I was growing up there was no such thing as a videogame, so how could I know?"{{sfn|Hunt|2010|p=86}} Crane's first encounter with a video game was with the [[Magnavox Odyssey]] that his parents bought him. He later admitted he was "bored by the rudimentary games" but was fascinated by the technology's potential.{{sfn|Hunt|2010|p=88}} Crane first encountered a computer through a [[Boy Scouts of America|Boy Scout]] master who worked in data processing and began learning Hollerith code for [[punched card]]s.{{sfn|Hunt|2010|p=86}}{{sfn|Hunt|2010|p=88}} He attended a computer programming extension campus.{{sfn|Hunt|2010|p=88}} Once Crane graduated in 1972, he could code in three different programming languages.{{sfn|Hunt|2010|p=88}}{{sfn|Covert|1984|p=51}} Crane went to the [[DeVry University|DeVry Institute of Technology]] in [[Phoenix, Arizona]].{{sfn|Covert|1984|p=51}} He completed the four-year course in 33 months and received his degree in electrical engineering.{{sfn|Covert|1984|p=51}}{{sfn|Drury|2021|p=86}} ===National Semiconductor and Atari=== [[File:Atari-800-Computer-FL.jpg|thumb|Crane assisted with building the operating system for the Atari 8-bit computers (Atari 800 pictured).]] Following college, he moved to [[Silicon Valley]] and got his first job at [[National Semiconductor]] in 1975.{{sfn|Hunt|2010|p=88}}{{sfn|Drury|2021|p=86}}{{sfn|Covert|1984|p=51}} At the company, he worked on [[linear integrated circuit]]s in order to become proficient in electronic design.{{sfn|Hunt|2010|p=89}} While playing tennis with [[Alan Miller (game designer)|Alan Miller]], he was told by his friend that Atari was looking for game programmers. After proofreading a newspaper ad his friend had made for the position, Crane wrote a resume, was interviewed the next day at 10 am and had the job by 2 pm.{{sfn|Donovan|2011}} Crane joined [[Atari, Inc.|Atari]] in the third quarter of 1977 and first began producing Arcade-inspired titles such as ''[[Outlaw (1978 video game)|Outlaw]]'' and ''[[Canyon Bomber]]'' for the [[Atari 2600|Atari VCS]] (later known as the Atari 2600).{{sfn|Donovan|2011}}{{sfn|Drury|2021|p=86}} Crane was initially unsure about programming games, but found he enjoyed microprocessor programming and game design.{{sfn|Hunt|2010|p=89}} Atari began their new line of computers with the Atari 800 and required help with software development. This led to Atari having all of its game designers, including Crane, step in to work on the machine's [[operating system]].{{sfn|Hunt|2010|p=89}} In 1979, Crane and other game developers at Atari, including Miller, [[Larry Kaplan]], and [[Bob Whitehead]] received a memo indicating that their games were the most financially successful for Atari, making up $60 million of Atari's $100 million game cartridge sales in 1978.{{sfn|Donovan|2011}}{{sfn|Hunt|2010|p=89}} As they were making a salary of $30,000, they asked for a raise and, according to Crane, were told by [[Ray Kassar]] that Crane was "no more important to the success of those products than the person on the assembly line who puts them together."{{sfn|Donovan|2011}}{{sfn|Hunt|2010|p=89}} ===Activision=== Crane and Miller left Atari in August 1979. They had a plan to create an independent development and publishing company to produce games for Atari's VCS console, which had not been attempted previously.{{sfn|Fleming|2007}} Crane was suggested by a lawyer to [[Jim Levy]] in 1979.{{sfn|Covert|1984|p=48}} Levy had been working for [[GRT Records]] and was raising money to go into business making cassette tape software and believed abilities in marketing and the business skills to help create their new company [[Activision]].{{sfn|Fleming|2007}} Initially working out of Crane's apartment, Miller and Crane began programming a development system for Activision. Whitehead and Kaplan joined shortly after.{{sfn|Fleming|2007}} Activision had a five-year business plan, to initially make video games during the slow growth of the home computer and switch over to computers in the future.{{sfn|Donovan|2011}} Activision's first games came out in 1980, including Crane's ''[[Dragster (video game)|Dragster]]'' and ''[[Fishing Derby]]''.{{sfn|Fleming|2007}}{{sfn|Hunt|2010|p=87}} The following year saw the release of Crane's ''[[Freeway (video game)|Freeway]]'' while Crane also contributed to other developers' games, such as the graphics code in Kaplan's ''[[Kaboom! (video game)|Kaboom!]]''.{{sfn|Fleming|2007}}{{sfn|Hunt|2012|p=81}} In 1982, Activision released Crane's game ''[[Pitfall!]]'' which was one of the company's biggest sellers.{{sfn|Fleming|2007}}{{sfn|Blanchet|1982|p=C6}} Activision went [[Public company|public]] in 1983. Crane spoke positively about working at the company in the early 1980s, saying that due to their rapid success "everyone wanted to work [at Activision]. [...] When Activision reached sales of $60 million, we had 60 employees. People have to work pretty hard for a company to have revenues of $1 million per employee."{{sfn|Fleming|2007}} Crane followed ''Pitfall!'' with two games: ''[[The Activision Decathlon]]'' (1983), which was developed with the impetus that the [[1984 Summer Olympics|Olympics]] would be returning to the United States in 1984, and a sequel titled ''[[Pitfall II: Lost Caverns]]'' (1984).{{sfn|Drury|2021|p=87}} Crane stated he made the sequel to ''Pitfall!'' "at a time when the Atari 2600 should have been replaced by a new gaming system." and designed a custom [[Integrated circuit chip|computer chip]] called the Display Processor Chip that was unique to ''Pitfall II: Lost Caverns''.{{sfn|Hunt|2012|p=83}}{{sfn|Weiss|2014|p=172}}{{sfn|Mercer|2004|p=11}} Following the [[video game crash of 1983]] and the release of ''Pitfall II'', Crane began focusing to transition into developing computer games at Activision.{{sfn|Donovan|2011}}{{sfn|Mott|2007|p=102}} Crane felt the [[Commodore 64]] (C64) had sold well enough to be a good platform to design games for.{{sfn|Mott|2007|p=102}} Crane reflected on adapting to programming for the C64 as a "mixed blessing", specifically finding that the tools he had been using were now obsolete and that they needed to create new development systems, compressors and decompressors, audio and sound effect drivers.{{sfn|Drury|Fisher|2022|p=31}} He summarized it as "imagine, in whatever your job might be, that every two years or so, everything changes."{{sfn|Drury|Fisher|2022|p=31}} The first game he made, ''[[Ghostbusters (1984 video game)|Ghostbusters]]'' (1984) which was finished in six weeks using work Crane had been developing for a game called ''Car Wars''.{{sfn|Mott|2007|p=101}}{{sfn|Drury|2021|p=87-88}} The game went on to become the Activision title that was received the most ports across consoles and home computers.{{sfn|Mott|2007|p=103}} His next game, ''[[Little Computer People]]'' (1985) was a critical success while failing commercially.{{sfn|Hunt|2010|p=93}} Crane later said that "there was so much programming in [''Little Computer People''] that it cost more to produce than it made at retail. We had dozens of ideas for follow-up products, but if those ideas were going to lose money the company couldn't afford to produce them. I regret that we were unable to follow those ideas to see what might have become of the first large-scale simulated life form on a computer."{{sfn|Hunt|2010|p=93}} In 1985, Activision began the process of acquiring game company [[Infocom]]. As the deal was signed, Activision's board of directors replaced Levy and brought in [[Bruce Davis (video game industry)|Bruce Davis]] as the new CEO.{{sfn|Fleming|2007}} Crane left Activision in 1987, later explaining that Activision's management "had no creative vision at all, I left when I could no longer affect the future of the company."{{sfn|Mott|2004|p=95}} He also noted a pay issue, saying that "the new president, Bruce Davis, asked me to take a fraction of my salary, with the rest made up through an incentive bonus. I asked him to put the bonus in clear terms in writing and he couldn't [...] He just slashed my salary without a compensating bonus. So I left."{{sfn|Donovan|2011}} ===Absolute Entertainment=== Following Activision, Crane worked independently, including finishing research work on a video game system for [[Hasbro]].{{sfn|Fleming|2007}}{{sfn|Cifaldi|2005}} By January 1989, Crane became the Senior Designer at the publishing company [[Absolute Entertainment]], a company formed by former Activision staff member [[Garry Kitchen]].{{sfn|Computer Entertainer includes The Video Game Update|1989|p=11|ref=DC-Join-AE}}{{sfn|Hunt|2010|p=91}} Kitchen contacted the Japanese company [[Nintendo]] for the rights to develop games for their [[Nintendo Entertainment System]] (NES) console, which led to him being continuously rejected by the company.{{sfn|Packwood|2021|pp=53-54}} This led to Crane creating a development system for the NES, making them be the first company in North America to be licensed to program games for the NES.{{sfn|Packwood|2021|p=54}} At Absolute, Crane worked on titles for the Atari 2600, the NES, and the [[Super Nintendo Entertainment System]]. Among these games at were ''Super Skateboardin''', several games based on ''[[The Simpsons]]'' license, and two of his own creations: ''[[A Boy and His Blob: Trouble on Blobolonia|A Boy and his Blob]]'' (1990) and ''[[David Crane's Amazing Tennis]]'' (1992).{{sfn|Cifaldi|2005}} Crane recalled in a 2005 interview with [[Frank Cifaldi]] that the team "had a lot of fun on the development side, but under the rule of Nintendo, the publishing side of the game business was really tough."{{sfn|Cifaldi|2005}} Crane said that to make any profit, the publisher had to predict how many games would sell in the market, saying that "If their estimate was off by 10% either way they were likely to lose money on the game."{{sfn|Cifaldi|2005}} Absolute closed in 1995. Crane recalled that "It was painful to close down Absolute, but the same was happening to small publishers all around the world."{{sfn|Hunt|2010|p=91}} ===Skyworks Technologies=== Following the demise of Absolute, Kitchen and Crane went into business making games that did not require inventory and began developing [[Browser game|games for web browsers]]. Believing that audiences would be too afraid to give out information such as credit cards online, they developed a business model that later became known as [[Advergames|advergaming]] which involved allowing their games to be played for free but licensing them to other companies' websites.{{sfn|Hunt|2010|p=91}} Among the games they developed built and launched [[PCH Games|Candystand]] for The Lifesavers Company. Crane and Skyworks took a percentage of their promotions budget and built a place to play games.<ref name="alumnus">{{cite web|url=http://www.alumni.devry.edu/news-events-alumni/profiles/david-crane.jsp|archiveurl=https://web.archive.org/web/20100110214035/http://www.alumni.devry.edu/news-events-alumni/profiles/david-crane.jsp|title=Alumnus Profile|accessdate=February 21, 2024|archivedate=January 10, 2010}}</ref>{{sfn|Hunt|2010|p=91}} Crane and company also developed a site similar to Candystand for [[ESPN]]. Crane called this "moderately successful arrangement, only limited by the learning curve of their salespeople who could never quite understand the difference between sponsorship and advertising."{{sfn|Hunt|2010|pp=91-92}} While at Skyworks, Crane designed two of the company's biggest App store sellers with ''Arcade Bowling'' and ''[[Arcade Hoops Basketball]]''.{{sfn|Cowan|2010}} ===Later work=== [[File:Garry Kitchen (10453626916).jpg|thumb|left|Garry Kitchen in 2013. Crane worked with Kitchen at several companies including Absolute Entertainment, AppStar, and Audacity Games.]] In 2010, Crane and Kitchen began work at AppStar. Kitchen served as president and CEO while Crane was the company's chief technical officer. They published their first game, ''Iron Horse'' in 2010.{{sfn|Cowan|2010}}{{sfn|Patterson|2010}} Crane began reflecting on his career in 2010 and started writing and gathering material about working on Atari 2600 games. He considered publishing them to magazines or as a book, but opted to release them through AppStar Games on the iPhone, initially writing a work on ''Dragster'' but starting with a 2600 primer titled ''2600 Magic'' as an app.{{sfn|Jones|2010|p=13}} Crane later created a [[crowdfunding]] campaign [[Kickstarter]] in 2012 to fund a [[spiritual successor]] to ''Pitfall!'', which fell far short of his funding goal.{{sfn|Cifaldi|2012}}{{sfn|Kohler|2012}} In the late 2010s, Crane and Kitchen created a company focused on hardware technology that made cartridges and ROM boards for development of Atari 2600 games.{{sfn|Drury|2021|p=91}} Early in 2021, Crane, Garry Kitchen and his brother Dan Kitchen launched Audacity Games, a company dedicated to making new games for old consoles. Their first title, ''Circus Convoy'', was released in 2021 for the Atari 2600.{{sfn|Drury|2021|p=86}}{{sfn|Packwood|2021|p=52}} {{Clear}}
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