John O'Neill (video Game Designer)
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John O'Neill (born 1948) is a British artist and
video game designer Video game design is the process of designing the content and rules of video games in the pre-production stage and designing the gameplay, environment, storyline and characters in the production stage. Some common video game design subdiscipline ...
best known for developing the games '' Lifespan'' and ''The Dolphin's Rune''. He is one of the earliest
art game An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be un ...
designers, and his work has been compared to that of contemporary game designer,
Jaron Lanier Jaron Zepel Lanier (, born May 3, 1960) is an American computer scientist, visual artist, computer philosophy writer, technologist, futurist, and composer of contemporary classical music. Considered a founder of the field of virtual reality, La ...
.


Career


Early life and founding of Admacadiam

John O'Neill grew up in Northern England and began to experiment with painting at a young age. His interest in art continued throughout the 1960s, his academic career eventually leading him to study art at the Bath School of Art and Design and at London's
Chelsea College of Art and Design Chelsea College of Arts is a constituent college of the University of the Arts London based in London, United Kingdom, and is a leading British art and design institution with an international reputation. It offers further education, further ...
where he would exhibit his work publicly. O'Neill's approach to art in his 20s was experimental in nature and he explored diverse media including painting, sculpture, and music. His experiences in exhibiting his work in London in 1971 at the age of 23, however, led him to make dramatic changes in the interest of gaining as broad an audience as possible. Turning to consumer channels (mass publication and broadcasting) in 1975, O'Neill developed a philosophy he called "Admcadiam" that was geared toward outreach to the general public and he formed Admacadiam – a company striving to serve as a "creative catalyst" in producing art for the masses. Alongside his work at Admacadiam, O'Neill would continue to display gallery art corresponding to his "Admcadiam" philosophy, and he also moonlighted as a guest lecturer at universities and art institutes. As a reaction against institutional art, "Admcadiam" suggests that art is only important as it affects ordinary people and it promotes the enhancement of accessibility of art by emphasising mass production and affordability. Accordingly, Admacadiam's early art products included diverse items like postcards, board games, decals, cards, and books. Many of these products were commercially unsuccessful and the company struggled until a meeting with educator David D. Thornburg at Stanford University prompted O'Neill to relocate from London to
Silicon Valley Silicon Valley is a region in Northern California that serves as a global center for high technology and innovation. Located in the southern part of the San Francisco Bay Area, it corresponds roughly to the geographical areas San Mateo Coun ...
and to refocus his artistic efforts on interactive computer art.


Flyghts of Fancie

Working as co-designer together with Childware's Ramone Zamora for a short time, the first video game O'Neill became involved with was Atari's '' E.T. Phone Home!'' where O'Neill served as the graphics designer. In 1982, during his time working for Atari, O'Neill also began a side project with close friend and Atari product manager Stuart Rosen under a newly created video game branch of Admacadiam called Flyghts of Fancie. This project, originally called simply ''Life'', would eventually become O'Neill's first independent game, the critically acclaimed
art game An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be un ...
, '' Lifespan''. Fitting with Admacadiam's goal of making art accessible for the masses, the central consideration for Flyghts of Fancie would be the player's experience including aesthetic enjoyment as well as reflective thought leading to meaningful personal insights. Unlike the vast majority of contemporary video games that emphasised frenetic action, violence, and the collection of points, ''Lifespan'' was a slow-paced and surrealistic pastiche of five episodes that led the player through events representative of the human experience from childhood to death. The game was distributed by the Chicago-based Roklan Corporation, receiving a favourable critical response and it was compared to contemporary
art game An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be un ...
, '' Moondust'', by writers including its designer
Jaron Lanier Jaron Zepel Lanier (, born May 3, 1960) is an American computer scientist, visual artist, computer philosophy writer, technologist, futurist, and composer of contemporary classical music. Considered a founder of the field of virtual reality, La ...
. O'Neill's next game with Flyghts of Fancie was ''M.O.R.L.'' (standing for Middle Of the Road Lizard – i.e. a
centrist Centrism is a political outlook or position involving acceptance or support of a balance of social equality and a degree of social hierarchy while opposing political changes that would result in a significant shift of society strongly to Left-w ...
lounge lizard A lounge lizard is a man who frequents social establishments with the intention of seducing a woman with his flattery and deceptive charm. The term is reported to have arisen around 1915 in New York. A 1931 book described them as men " nthe habit o ...
). In the allegorical ''M.O.R.L.'', the player works to keep the evolving main character in the center of a path as too much time spent on either side of the playing field will injure the player. To closer connect the player to the player character, an image of the character's brain is displayed to reveal how the player's movements influence its psychological health. While ''M.O.R.L.'' was under development for Roklan, Flyghts of Fancie's third game was being produced for distribution by Reston Software. This multiplayer game, entitled ''Day'', has players traversing a landscape in an attempt to gain different perspectives on activities. Another symbolism-heavy title, O'Neill's goal with ''Day'' was to make the player consider the process whereby dreams lead to intentions which then lead to actions and thence to memories before decaying back into dreams again. Flyghts of Fancie's fourth game represented an ambitious joint effort with writer
Dale Peterson Dale Peterson (born November 20, 1944) is an American author who writes about scientific and natural history subjects. Early life and education Dale Alfred Peterson was born and raised in Corning, New York, a small town known for glass manufa ...
to put the player in the mind of a dolphin. Designed in consultation with dolphin researcher and
psychonaut Psychonautics (from the Ancient Greek ' 'soul, spirit, mind' and ' 'sailor, navigator') refers both to a methodology for describing and explaining the subjective effects of altered states of consciousness, including those induced by meditatio ...
, John C. Lilly, ''The Dolphin's Rune'' presented environmental messages as well as exploring the issues of dolphin intelligence and interspecies communication. The game was well received by critics and it has come to be considered an
art game An art game (or arthouse game) is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be un ...
in the same vein as the earlier ''Lifespan''. The audio elements of ''The Dolphin's Rune'' were especially singled out by reviewers as providing an essential element of the gameplay experience and achieving the high degree of player immersion that O'Neill had intended. The final project under development by Flyghts of Fancie before it was shut down to allow O'Neill to pursue a television deal with
Time–Life Time Life, with sister subsidiaries StarVista Live and Lifestyle Products Group, a holding of Direct Holdings Global LLC, is an American production company and direct marketer conglomerate, that is known for selling books, music, video/DVD, ...
(as well as the production of video discs and satellite networking) was a collaboration with cartoonist
Gahan Wilson Gahan Allen Wilson (February 18, 1930 – November 21, 2019) was an American author, cartoonist and illustrator known for his cartoons depicting horror-fantasy situations. Biography Wilson was born in Evanston, Illinois, and was inspired by th ...
. The game was to be titled ''Gahan Wilson's House of Horrors'', and the title was to be financed by
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
, however it was cancelled prior to release and would not be completed until nearly a decade later in 1993 as ''
The Ultimate Haunted House Gahan Wilson's ''The Ultimate Haunted House'' is a computer adventure game developed by Byron Preiss Multimedia/Brooklyn Multimedia, published and distributed by Microsoft Home, and directed by Judson Rosebush. The game is designed by Walt Frei ...
''.


Game Whys

In 2001, inspired by his daughter Oona, O'Neill returned to game design with the artisanal board game ''Paradice''. Released by O'Neill's See Through Games, ''Paradice'' was the first offering under O'Neill's new project, Game Whys: Art and Philosophy Games for an Emerging Humanity. The environmentally-oriented game was released in standard (wooden pieces) and deluxe (resin materials) formats and is intended to be as much an art piece as a game. Board games and toys continued to be the main focus of Admcadiam's efforts for the next several years, and by 2005 O'Neill began to exhibit games at the American International Toy Fair. By 2009, the company's products had grown to include tarot and card games as well, including a card-game version of boardgames like Paradice.


Works


Films

*''Day (TM)'' (Avalanche Productions/La Mamelle, 1982)


Video games

*'' E.T. Phone Home!'' (
Atari, Inc. Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry. Based primarily around the Sunny ...
, Atari 8-bit/ Commodore 64, 1983) *'' Lifespan'' (Roklan, Atari 8-bit, 1983) *''M.O.R.L.'' (Roklan, Atari 8-bit, 1984) *''Day'' ( Reston, Atari 8-bit, 1985) *''The Dolphin's Rune: A Poetic Odyssey'' (originally released by Reston as ''The Dolphin's Pearl'') ( Mindscape, Commodore 64, 1985) *''Gahan Wilson's House of Horrors'' (
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
, Apple II, cancelled and completed nearly a decade later for
Macintosh The Mac (known as Macintosh until 1999) is a family of personal computers designed and marketed by Apple Inc. Macs are known for their ease of use and minimalist designs, and are popular among students, creative professionals, and software en ...
in 1993 as ''
The Ultimate Haunted House Gahan Wilson's ''The Ultimate Haunted House'' is a computer adventure game developed by Byron Preiss Multimedia/Brooklyn Multimedia, published and distributed by Microsoft Home, and directed by Judson Rosebush. The game is designed by Walt Frei ...
'')


Board games and card games

*Paradice (See Through Games, 2001; rereleased by GameWhys in 2010) *Leaves (EOS Games, 2008; developed jointly with Dave Greulich) *Ice Cap (GameWhys, 2009) *SkyGarden (GameWhys, 2013) *I Lands (GameWhys, 2014) *mOre (GameWhys, 2015) *Occupy Your Life (GameWhys, 2016)


References


External links


GameWhys.com
– John O'Neill's current website. *. {{DEFAULTSORT:ONeill, John 1948 births Living people Alumni of Bath School of Art and Design British artists British video game designers