October 31st 2012
We’re pleased to introduce you to another member of the development team: Eric Peterson, Cloud Imperium’s president of production and development. Eric has been working with Chris Roberts since the Wing Commander days at Origin and is probably best known for being the force behind the much-loved Conquest: Frontier Wars. He kindly agreed to answer a few questions for the Comm-Link. Spotters take note: Eric goes by the handle “WingMan” on the forums and chat.
We hit it off right away, and over Table Tennis and board games like Risk and Monopoly, became fast friends. He was making Times of Lore and I was still in college – we had regular cut throat Risk sessions with his brother Erin and various other guys that came over from the UK to work at Origin as well.
After college, I went to work in Houston but still kept in touch and made several pilgrimages to Austin for weekend game tournaments (Green guns at Origin – oh man, those were the days), and to hang out with my friends.
One day Chris asked me if I would like to come on board and help him make Privateer 2… well, DUH, of course I did, but I needed to convince my wife that taking a 70% pay cut was a great thing, because I was going to be MAKING GAMES for a living.
So, even though I started making games in high school on the Apple IIe, then on the Zenith IBM system in college, this was my first time in the actual industry and I was an associate producer on Privateer 2.
Then when Chris left to form Digital Anvil, I was one of the founders of that company with him, in fact, I am the guy that sent the email to Bill Gates that got our company partnership with Microsoft started. We had been sitting around at dinner drinking a couple of …uhhh…beverages and I said, why don’t I email Bill Gates? After much laughter and Chris saying “Yeah, Eric. You do that.” I went home and sent it out. MS answered the next day, and came down to Austin to begin negotiating 2 days later.Eventually we sold Digital Anvil to them in 2001, and I broke off taking Conquest Frontier Wars with me and started my own dev studio – and when the chance came to work with my friend and mentor again, I had no choice but to back up the truck and hop on board.
The strange thing about making games is that you have very little time to enjoy other people’s excellent work, and as we ramp up on Star Citizen and Squadron 42, I know my gaming time will once again be limited.Gameography
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