Will Wright

Game Designer

Will Wright was born in Atlanta, Georgia, United States on January 20th, 1960 and is the Game Designer. At the age of 64, Will Wright biography, profession, age, height, weight, eye color, hair color, build, measurements, education, career, dating/affair, family, news updates, and networth are available.

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Date of Birth
January 20, 1960
Nationality
United States
Place of Birth
Atlanta, Georgia, United States
Age
64 years old
Zodiac Sign
Aquarius
Networth
$20 Million
Profession
Computer Scientist, Game Designer, Video Game Developer, Voice Actor
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Will Wright Height, Weight, Eye Color and Hair Color

At 64 years old, Will Wright physical status not available right now. We will update Will Wright's height, weight, eye color, hair color, build, and measurements.

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Weight
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Hair Color
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Will Wright Religion, Education, and Hobbies
Religion
Not Available
Hobbies
Not Available
Education
Louisiana State University, Louisiana Tech University
Will Wright Spouse(s), Children, Affair, Parents, and Family
Spouse(s)
Joell Jones (divorced), Anya Zavarzina
Children
Not Available
Dating / Affair
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Parents
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Will Wright Career

Wright enjoyed playing board wargames like PanzerBlitz as a teenager. While living in New York City he purchased an Apple II+. Wanting to implement Conway's Game of Life on it led Wright to teach himself Applesoft BASIC, Pascal, and assembly language. As others like Bill Budge and Nasir Gebelli were already producing multiple Apple video games, Wright decided to develop for the newer Commodore 64. His first game was the helicopter action game Raid on Bungeling Bay (1984).

In Raid on Bungeling Bay, the player flies over islands while dropping bombs. Wright found that he had more fun creating the islands with his level editor for Raid on Bungeling Bay than he had actually playing the game. He created a new game that would later evolve into SimCity, but he had trouble finding a publisher. The structuralist dynamics of the game were in part inspired by the work of two architectural and urban theorists, Christopher Alexander and Jay Forrester.

In an interview with The Times, Wright expressed his belief that computers extend the imagination, and posits the emergence of the "metabrain", stating:

In 1986, Wright met Jeff Braun, an investor interested in entering the computer game industry, at what Wright has called "the world's most important pizza party." Together they formed Maxis the next year in Orinda, California. SimCity (1989) was a hit and has been credited as one of the most influential computer games ever made. Wright himself has been widely featured in several computer magazines—particularly PC Gamer, which has listed Wright in its annual 'Game Gods' feature, alongside such notables as Roberta Williams and Peter Molyneux.

Following the success of SimCity, Wright designed SimEarth (1990) and SimAnt (1991). He co-designed SimCity 2000 (1993) with Fred Haslam and in the meantime Maxis produced other "Sim" games. Wright's next game was SimCopter (1996). Although none of these games were as successful as SimCity, they further cemented Wright's reputation as a designer of "software toys"—games that cannot be won or lost, but played indefinitely. In 1992, Wright moved to Walnut Creek, California.

Wright has a great interest in complex adaptive systems and most of his games have been based around them or books that describe them (SimAnt: E.O. Wilson's The Ants, SimEarth: James Lovelock's Gaia Theory, SimCity: Jay Forrester's Urban Dynamics and World Dynamics, Spore, Drake's Equation and Powers of Ten) Wright's role in the development of the concepts from simulations to games is to empower the players by creating what he dubs "possibility spaces", or simple rules and game elements that add up to a very complex design. All Maxis, and later games that Wright had a hand in designing, adhere to these design principles.

Maxis went public in 1995 with revenue of US$38 million. The stock reached $50 a share and then dropped as Maxis posted a loss. EA bought Maxis in June 1997. Wright had been thinking about making a virtual doll house ever since the early 1990s, similar to SimCity but focused on individual people; after losing his home during the Oakland firestorm of 1991, he was inspired to turn his experiences of rebuilding his life into a game. The Sims would be based on Wright's focus on building homes, which came from inspiration he found first-hand. Wright, was even sure to include many fires in the game, which were extra difficult for the player to extinguish. Themes like carpentry, home construction, and bare ground in need of landscaping, are common throughout the game. Originally conceived of as an architectural design game called Home Tactics, Wright's idea changed when someone suggested the player should be rated on the quality of life experience by the homeowners. It was a difficult idea to sell to EA, because already 40% of Maxis's employees had been laid off.

When Wright took his idea to the Maxis board of directors, Jeff Braun said, "The board looked at The Sims and said, 'What is this? He wants to do an interactive doll house? The guy is out of his mind.'" Maxis gave little support or financing for the game. However, EA was more enthusiastic. Steven Levy wrote: "Wright's games were so different from EA's other releases that it was hard to imagine the two being united in the same enterprise." However, the success of SimCity had already established Sim as a strong brand, and EA, which by then, fifteen years after its founding, was becoming a Procter & Gamble-style brand-management company, foresaw the possibility of building a Sim franchise.

EA published The Sims in February 2000 and it became Wright's biggest success at the time. It eventually surpassed Myst as the best-selling computer game of all time and spawned numerous expansion packs and other games. He designed a massively multiplayer version of the game called The Sims Online, which was not as popular as the original. By November 2006, the Sims franchise had earned EA more than a billion dollars.

In a presentation at the Game Developers Conference on March 11, 2005, Wright announced his latest game Spore. He used the current work on this game to demonstrate methods that can be used to reduce the amount of content that needs to be created by the game developers. Wright hopes to inspire others to take risks in game creation.

As for his theories on interactive design, Wright has said:

Wright has said that he believes that simulations, as games, can be used to improve education by teaching children how to learn. In his own words:

After building his reputation as one of the most important game designers in the world, Wright left Maxis in 2009. His first post-EA venture was the Stupid Fun Club startup company and experimental entertainment development studio, with a focus on "video games, online environments, storytelling media, and fine home care products", as well as toys. In October 2010, Current TV announced that Will Wright and his team from Stupid Fun Club will produce a new show for the network. The program, entitled Bar Karma, began airing in February 2011, and featured scenes and twists pitched by an online community, using an online story creator tool designed by Wright. Stupid Fun Club ran for four years before closing down, with much of the team following Wright to found the social media app and graphic novel builder Thred.

In October 2011, Will Wright became a member of the board of directors of Linden Lab, the creators of Second Life.

At the Game Developers Conference in March 2018, Will Wright announced a new project, the upcoming mobile game Proxi.

At GalaVerse on December 11, 2021, Will Wright announced a new project, in partnership with Gala Games, called VoxVerse. Wright said VoxVerse will be a blockchain game, where players will be able to create areas to explore and interact with and share these with other players of the game, incentivizing creators through the ability to trade or sell their works as non-fungible tokens (NFTs) using cryptocurrency. Wright stated that the use of blockchain and NFTs are mechanisms needed to support the vision he has, but has no interest in selling NFTs directly to players as other blockchain games or NFT schemes have had done in the past. He likened it to early players in The Sims that found ways to modify the game to include their own creation. The game is being developed by Gallium Games, a studio he co-founded with Lauren Elliott, and being created in the Unity engine.

Wright was given a "Lifetime Achievement Award" at the Game Developers Choice Awards in 2001. In 2002, he became the fifth person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame. Until 2006, he was the only person to have been honored this way by both of these industry organizations. In 2007 the British Academy of Film and Television Arts awarded him a fellowship, the first given to a game designer.

He has been called one of the most important people in gaming, technology, and entertainment by publications such as Entertainment Weekly, Time, PC Gamer, Discover and GameSpy. Wright was also awarded the PC Magazine Lifetime Achievement Award in January 2005. Later that year, Wright earned the Ivan Allen Jr. Prize for Progress and Service awarded by the Georgia Institute of Technology. He delivered a forward looking acceptance speech entitled "Stealth Communities".

Source

Exploring Tiree island in Scotland - a spectacular surfing paradise known as the Hawaii of the North

www.dailymail.co.uk, November 1, 2022
Richard Mellor is heading to Tiree, Scotland's most westerly island. The island is just over 30 square miles in area and just over 650 residents. It has a mild climate with more sunshine than almost every other region in the United Kingdom. Tiree's white-sand beaches elicit feelings of 'joy and awe,' Richard says, and Balephetrish Bay is a 'particularly blissful' spot.
Will Wright Tweets