When John Salwitz [co-creator of coin-op classic Paperboy] left Atari, he had a T-shirt made saying ‘Golden Boy’ and gave it me as a parting gift,” Ed Logg says, grinning. “I think he started that. And when I was at Tengen, I was heading to my first CES and they said I needed a business card. They asked what I wanted as my job title and I said I didn’t care. A producer, Howard Lehr, suggested ‘Super Duper Game Guy’. I said, ‘Fine.’”
Monikers to be proud of, indeed, but then when you’ve created Atari’s bestselling coin-op, Asteroids, along with such iconic titles as Gauntlet and Centipede, they are perhaps to be expected.
It didn’t start out like that, though. When Logg joined Atari in 1978, he was assigned to a project already in development, Dirt Bike, and later joined the team working on Wolf Pack, an ambitious submarine commander game featuring a hulking periscope you could rotate 360 degrees. Neither went into production. After all that, did he ever wonder whether he’d made a mistake getting into the fledging world of videogame development?
“Oh, I had no doubt I’d made the right decision,” he says today. “You make something and it doesn’t always work. Games can look good on paper but you take them to the public and they don’t always like them.”
Denne historien er fra April 2021-utgaven av Edge.
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Denne historien er fra April 2021-utgaven av Edge.
Start din 7-dagers gratis prÞveperiode pÄ Magzter GOLD for Ä fÄ tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
SKATE STORY
Hades is a halfpipe
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart
OUT OF THE SHADOWS
Co-development is now a huge part of triple-A game production. Can it provide safe harbour at a turbulent time for the industry?
WINDBLOWN
Life after Dead Cells
Diablo IV
A progress report on the games we just can't quit
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image
Q-GAMES
How Dylan Cuthbert went from Nintendo and PlayStation to the Kyoto indie scene
JUSANT
How the Life Is Strange team traded time travel for mountain climbing