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Number None, Inc. : ウィキペディア英語版
Jonathan Blow

Jonathan Blow (born 1971) is an American independent video game programmer and designer. He is best known as the creator of ''Braid'', which was released in 2008 and received critical acclaim. He is currently developing ''The Witness'', to be released in 2016.
For many years Blow wrote the Inner Product column for ''Game Developer Magazine''. He is the primary host of the Experimental Gameplay Workshop each March at the Game Developers Conference, which has become a premier showcase for new ideas in video games. In addition, Blow is a regular participant in the Indie Game Jam. Blow is a founding partner of the Indie Fund, an angel investor fund for independent game projects.
==Early life and education==
Blow was born in 1971. Blow says he started to "check out" from his parents as early as elementary school. His mother was an ex-nun who constantly reminded her son about the imminent coming of Jesus and would later disown Blow's older sister for coming out as a lesbian in the mid-80s. Blow's father worked all day as a defense contractor and would come home to be alone in his den, where children were not allowed. Blow would say in an interview with ''The Atlantic'', "Early on, I detected that there weren't good examples at home, so I kind of had to figure things out on my own ... I had to adopt a paradigm of self-sufficiency."〔(【引用サイトリンク】title= The Most Dangerous Gamer )

Blow studied computer science and creative writing at the University of California, Berkeley and was president of the Computer Science Undergraduate Association for a semester. He left the university in 1994, a semester before he would have graduated.〔〔(Jonathan Blow: California Dreamin' ), Hrej.cz (Czech)〕
He worked in San Francisco in various contracting jobs, including one with Silicon Graphics to port ''Doom'' to a set-top device, until forming the game design company Bolt-Action Software with Bernt Habermeier in 1996.〔 Their initial game project was to be a hovertank-based combat game called ''Wulfram'', but at the time, the video game industry was undergoing a transformation of focusing heavily on three-dimensional graphics, making it difficult for them to complete the project; the team was forced to take some online database work to cover their expenditures. Subsequently, in the wake of the crash of dot-com bubble, they opted to fold the business after four years in 2000, with them $100,000 in debt.〔〔
Following Bolt-Action, Blow continued to perform contract work for companies like Ion Storm, and writing for industry publications such as ''Game Developer Magazine''.〔 He also worked on a project with IBM to create a technology demo similar to the ''Wulfram'' idea that would highlight the features of the Cell processor that IBM was collaborating on, which would become a part of the PlayStation 3. Blow attempted to get additional funding to turn the demo into a full game from both Sony and Electronic Arts but was unsuccessful.〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Jonathan Blow」の詳細全文を読む



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