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Charles Cecil
Charles Cecil MBE (born 11 August 1962) is a British video game designer and co-founder of Revolution Software. His family lived in the Democratic Republic of the Congo when he was still very young, but was evacuated two years after Mobutu Sese Seko's coup d'état. He studied at Bedales School in Hampshire, England. In 1980 he began his studies in Engineering Manufacture and Management at the University of Manchester, where he met student Richard Turner who invited him to write text adventures for Artic Computing. After completing his degree in 1985 he decided to continue his career in game development and became director of Artic. The following year he established Paragon Programming, a game development company working with British publisher U.S. Gold. In 1987 he moved into publishing as a software development manager for U.S. Gold. A year later he was approached by Activision and was offered the position of manager of their European development studio.
In 1990, Cecil founded Revolution along with Tony Warriner, David Sykes and Noirin Carmody. Originally located in Hull, the company moved to York in 1994. Cecil then became Revolution's managing director and focused on writing and design. For the company's first title, Lure of the Temptress (1992), Cecil conceived with others an innovative game engine, called Virtual Theatre, that was designed by Tony Warriner. Cecil's interest in cinematic techniques and technical developments became manifest in Broken Sword: The Shadow of the Templars and the games that followed. Broken Sword 1 was a 2D point-and-click game, but by the end of the nineties Cecil took the company to 3D games with direct control, including Broken Sword: The Sleeping Dragon (2003). In 2004 with no project at hand, he, as head of the company, let everyone go. Nevertheless, he continued to design by implementing the so-called "Hollywood model", in which each time a team is assembled to create a movie. For the fourth Broken Sword game, Broken Sword: The Angel of Death, he decided to work with Sumo Digital. By the end of the decade new developments made it possible to renew the back catalogue of Revolution, and in 2011 Develop ranked Revolution Software among the top 50 most successful development studios in the world.
Lure of the Temptress was followed by a string of critically and commercially successful adventure games, including Beneath a Steel Sky, the Broken Sword series, In Cold Blood and Gold and Glory: The Road to El Dorado. Beneath a Steel Sky and the Broken Sword series are often referred to as one of the best adventures of all time, appearing on numerous "top" adventure game lists and receiving several awards and nominations. Sales of Broken Sword 1 and 2 have made over US$100 million and have sold over 3 million copies worldwide. New versions were downloaded by over 4 million people in 2011. Cecil worked on various adventure games outside Revolution, including The Da Vinci Code and Doctor Who: The Adventure Games.
Cecil is currently operating as managing director of Revolution. He co-founded Game Republic in 2003 and has been a director on the board. He is a member of the advisory committee for the renewed Game Republic, and has been on the advisory panel of the Edinburgh Interactive Entertainment Festival. He is member of the advisory panel of the Evolve and Develop Conference, a board member of Screen Yorkshire, and a member of Skillset's Computer Games Skills Council. He regularly talks at events and to mainstream press about creative and commercial aspects of the gaming industry. In 2006, he was awarded the status of "Development Legend" by Develop. He was appointed Member of the Order of the British Empire in the 2011 Birthday Honours for services to the video game industry.
As a baby, Charles lived in the Democratic Republic of the Congo where his father David was sent by Unilever to reconstruct their accounting systems. When Cecil was two and his mother Veronica was about to give birth to his sister, they were evacuated after Mobutu Sese Seko's coup d'état. His taste for adventure may have started in those days, and the Congo would become a background in one of his games. Cecil was then educated at Bedales School in Hampshire, England. In 1980 he enrolled on a course in mechanical engineering at the University of Manchester. On a course sponsored by Ford he met student Richard Turner, who invited him to write some text adventure games for his new computer game company, Artic Computing. He decided to take up on the invitation, for like all students, he needed beer money. In those days, game development was the true period of being the auteur of a game, of bedroom coders, of direct contact with the customers, a relation that was lost when big game publishers took over. Cecil's first game became "Adventure B" (aka Inca Curse, published in 1981). It was followed by "Adventure C" (aka Ship of Doom, published in 1982) and "Adventure D" (aka Espionage Island, published in 1982). Each were highly successful on the Sinclair ZX81, ZX Spectrum and Amstrad formats.
After completing his degree in 1985, Cecil decided to continue his career in game development and became director of Artic Computing. When Artic closed down, he established Paragon Programming (1986), a game development company working with major British publisher U.S. Gold. In 1987 he left development and moved into publishing as Software Development Manager for U.S. Gold. One year later he was approached by Activision and was offered the position of manager of their European development studio. Noirin Carmody, who would become his wife, was general manager at Activision, where she was responsible for establishing the Sierra name in Europe.
In 1989, when Cecil was still working at Activision, he decided to set up his own development studio. He contacted Tony Warriner, who had worked with him at Artic Computing and Paragon Programming, and Warriner brought in a fellow programmer, David Sykes. Together with Noirin Carmody, his then-partner and General Manager at Activision UK, they founded Revolution Software (March 1990). The company was originally located in Hull, but moved to York in 1994. Besides becoming Revolution's managing director, Cecil would focus from the start on writing and design. At that time the graphic adventure genre was dominated by LucasArts and Sierra On-Line, and they wanted to create something in between, an adventure game that didn't take itself too seriously, but did have a serious story. For Revolution's first title, Cecil conceived with others an innovative game engine, called Virtual Theatre, and the engine itself was designed by Tony Warriner. The result was Lure of the Temptress (1992), and though it was their first product, it became one of the successful games that would follow. For the second title, Beneath a Steel Sky (1994), often referred to as a cult classic, Cecil contacted comic book artist Dave Gibbons. He had met Gibbons when he was still at Activision, and he admired Gibbons's work on Watchmen. Gibbons became involved in the design of the game, and their collaboration would inspire Cecil's next move.
The divergence of and distinction between film and video games is one of Cecil's pet subjects, and his interest in cinematic techniques and technical developments would become manifest in Revolution's upcoming titles. He started to hire external talent from the TV and film trades for the big-budget production Broken Sword: The Shadow of the Templars (1996). Already in the next year the sequel, Broken Sword: The Smoking Mirror, was released. By the end of the nineties, when the adventure market changed, he had to change course as well. Instead of the previous games, that were point-and-click adventures, he chose to move to 3D and direct control with In Cold Blood (2000), a narrative driven adventure game with action elements. At the same time a second title, Gold and Glory: The Road to El Dorado (2000), was developed after DreamWorks's film The Road to El Dorado. As Broken Sword was originally intended to be a trilogy, a third episode was planned. Unlike In Cold Blood, that combined 3D characters with pre-rendered graphics, the third Broken Sword game, Broken Sword: The Sleeping Dragon (2003), became a real-time 3D adventure game, with mild action elements (such as using stealth, climbing, shimmying, and pushing objects). Initially, when he announced that Broken Sword 3 was going to be a 3D game, it caused an outcry by the fans of the series. Cecil had had no choice to adopt 3D though, for when they needed funding in the beginning of 2000, publishers had become obsessed with the idea that everything was going to be 3D. But he had always been keen to move to 3D, as it allowed more special effects and would make the game world more alive. In the same year, he decided to release Beneath a Steel Sky (and Lure of the Temptress) as freeware and the source code was given to ScummVM. The result was that millions of people played the game for free on a very wide range of devices. It would foreshadow Revolution's bright future. He could have said that as a marketing genius he planned it, but as he stated a few years later, that would have been a dreadful lie. However, some hard years were ahead for the company. Over the years it had grown into about 40 people, but the year after Broken Sword: The Sleeping Dragon one of Revolution's projects was cancelled, and he had no other option than to let everyone go.
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Charles Cecil
Charles Cecil MBE (born 11 August 1962) is a British video game designer and co-founder of Revolution Software. His family lived in the Democratic Republic of the Congo when he was still very young, but was evacuated two years after Mobutu Sese Seko's coup d'état. He studied at Bedales School in Hampshire, England. In 1980 he began his studies in Engineering Manufacture and Management at the University of Manchester, where he met student Richard Turner who invited him to write text adventures for Artic Computing. After completing his degree in 1985 he decided to continue his career in game development and became director of Artic. The following year he established Paragon Programming, a game development company working with British publisher U.S. Gold. In 1987 he moved into publishing as a software development manager for U.S. Gold. A year later he was approached by Activision and was offered the position of manager of their European development studio.
In 1990, Cecil founded Revolution along with Tony Warriner, David Sykes and Noirin Carmody. Originally located in Hull, the company moved to York in 1994. Cecil then became Revolution's managing director and focused on writing and design. For the company's first title, Lure of the Temptress (1992), Cecil conceived with others an innovative game engine, called Virtual Theatre, that was designed by Tony Warriner. Cecil's interest in cinematic techniques and technical developments became manifest in Broken Sword: The Shadow of the Templars and the games that followed. Broken Sword 1 was a 2D point-and-click game, but by the end of the nineties Cecil took the company to 3D games with direct control, including Broken Sword: The Sleeping Dragon (2003). In 2004 with no project at hand, he, as head of the company, let everyone go. Nevertheless, he continued to design by implementing the so-called "Hollywood model", in which each time a team is assembled to create a movie. For the fourth Broken Sword game, Broken Sword: The Angel of Death, he decided to work with Sumo Digital. By the end of the decade new developments made it possible to renew the back catalogue of Revolution, and in 2011 Develop ranked Revolution Software among the top 50 most successful development studios in the world.
Lure of the Temptress was followed by a string of critically and commercially successful adventure games, including Beneath a Steel Sky, the Broken Sword series, In Cold Blood and Gold and Glory: The Road to El Dorado. Beneath a Steel Sky and the Broken Sword series are often referred to as one of the best adventures of all time, appearing on numerous "top" adventure game lists and receiving several awards and nominations. Sales of Broken Sword 1 and 2 have made over US$100 million and have sold over 3 million copies worldwide. New versions were downloaded by over 4 million people in 2011. Cecil worked on various adventure games outside Revolution, including The Da Vinci Code and Doctor Who: The Adventure Games.
Cecil is currently operating as managing director of Revolution. He co-founded Game Republic in 2003 and has been a director on the board. He is a member of the advisory committee for the renewed Game Republic, and has been on the advisory panel of the Edinburgh Interactive Entertainment Festival. He is member of the advisory panel of the Evolve and Develop Conference, a board member of Screen Yorkshire, and a member of Skillset's Computer Games Skills Council. He regularly talks at events and to mainstream press about creative and commercial aspects of the gaming industry. In 2006, he was awarded the status of "Development Legend" by Develop. He was appointed Member of the Order of the British Empire in the 2011 Birthday Honours for services to the video game industry.
As a baby, Charles lived in the Democratic Republic of the Congo where his father David was sent by Unilever to reconstruct their accounting systems. When Cecil was two and his mother Veronica was about to give birth to his sister, they were evacuated after Mobutu Sese Seko's coup d'état. His taste for adventure may have started in those days, and the Congo would become a background in one of his games. Cecil was then educated at Bedales School in Hampshire, England. In 1980 he enrolled on a course in mechanical engineering at the University of Manchester. On a course sponsored by Ford he met student Richard Turner, who invited him to write some text adventure games for his new computer game company, Artic Computing. He decided to take up on the invitation, for like all students, he needed beer money. In those days, game development was the true period of being the auteur of a game, of bedroom coders, of direct contact with the customers, a relation that was lost when big game publishers took over. Cecil's first game became "Adventure B" (aka Inca Curse, published in 1981). It was followed by "Adventure C" (aka Ship of Doom, published in 1982) and "Adventure D" (aka Espionage Island, published in 1982). Each were highly successful on the Sinclair ZX81, ZX Spectrum and Amstrad formats.
After completing his degree in 1985, Cecil decided to continue his career in game development and became director of Artic Computing. When Artic closed down, he established Paragon Programming (1986), a game development company working with major British publisher U.S. Gold. In 1987 he left development and moved into publishing as Software Development Manager for U.S. Gold. One year later he was approached by Activision and was offered the position of manager of their European development studio. Noirin Carmody, who would become his wife, was general manager at Activision, where she was responsible for establishing the Sierra name in Europe.
In 1989, when Cecil was still working at Activision, he decided to set up his own development studio. He contacted Tony Warriner, who had worked with him at Artic Computing and Paragon Programming, and Warriner brought in a fellow programmer, David Sykes. Together with Noirin Carmody, his then-partner and General Manager at Activision UK, they founded Revolution Software (March 1990). The company was originally located in Hull, but moved to York in 1994. Besides becoming Revolution's managing director, Cecil would focus from the start on writing and design. At that time the graphic adventure genre was dominated by LucasArts and Sierra On-Line, and they wanted to create something in between, an adventure game that didn't take itself too seriously, but did have a serious story. For Revolution's first title, Cecil conceived with others an innovative game engine, called Virtual Theatre, and the engine itself was designed by Tony Warriner. The result was Lure of the Temptress (1992), and though it was their first product, it became one of the successful games that would follow. For the second title, Beneath a Steel Sky (1994), often referred to as a cult classic, Cecil contacted comic book artist Dave Gibbons. He had met Gibbons when he was still at Activision, and he admired Gibbons's work on Watchmen. Gibbons became involved in the design of the game, and their collaboration would inspire Cecil's next move.
The divergence of and distinction between film and video games is one of Cecil's pet subjects, and his interest in cinematic techniques and technical developments would become manifest in Revolution's upcoming titles. He started to hire external talent from the TV and film trades for the big-budget production Broken Sword: The Shadow of the Templars (1996). Already in the next year the sequel, Broken Sword: The Smoking Mirror, was released. By the end of the nineties, when the adventure market changed, he had to change course as well. Instead of the previous games, that were point-and-click adventures, he chose to move to 3D and direct control with In Cold Blood (2000), a narrative driven adventure game with action elements. At the same time a second title, Gold and Glory: The Road to El Dorado (2000), was developed after DreamWorks's film The Road to El Dorado. As Broken Sword was originally intended to be a trilogy, a third episode was planned. Unlike In Cold Blood, that combined 3D characters with pre-rendered graphics, the third Broken Sword game, Broken Sword: The Sleeping Dragon (2003), became a real-time 3D adventure game, with mild action elements (such as using stealth, climbing, shimmying, and pushing objects). Initially, when he announced that Broken Sword 3 was going to be a 3D game, it caused an outcry by the fans of the series. Cecil had had no choice to adopt 3D though, for when they needed funding in the beginning of 2000, publishers had become obsessed with the idea that everything was going to be 3D. But he had always been keen to move to 3D, as it allowed more special effects and would make the game world more alive. In the same year, he decided to release Beneath a Steel Sky (and Lure of the Temptress) as freeware and the source code was given to ScummVM. The result was that millions of people played the game for free on a very wide range of devices. It would foreshadow Revolution's bright future. He could have said that as a marketing genius he planned it, but as he stated a few years later, that would have been a dreadful lie. However, some hard years were ahead for the company. Over the years it had grown into about 40 people, but the year after Broken Sword: The Sleeping Dragon one of Revolution's projects was cancelled, and he had no other option than to let everyone go.