John De Margheriti | |
---|---|
Born | July 1962 (age 62) |
Nationality | Australian |
Education | Hawker College |
Alma mater | UNSW Sydney |
Occupation(s) | Electrical engineer, Software developer and entrepreneur |
Known for | Interactive video gaming development in Australia |
Title |
|
Spouse | Vicki De Margheriti |
Awards |
|
Notes | |
John De Margheriti (born July 1962) is an Italian-born Australian electrical engineer, software developer and entrepreneur. De Margheriti is widely seen as a founding 'father' of Australia's video games industry and Australia's most experienced interactive entertainment business executive. [1]
He is the founder and former CEO of BigWorld Pty Limited and the founder of parent company Micro Forté Pty Limited. De Margheriti is also the Executive Chairman of the Academy of Interactive Entertainment, the Chairman of Canberra Technology Park, the founder of the Game Developers' Association of Australia, the founder of the Australian Game Developers Conference, and the founder of the three Canberra business parks, the co-founder of DEMS Entertainment, the co-founder of Dreamgate Studios, the co-founder of Game Plus and co-founder of The Film Distillery
Born in Rome, Italy, De Margheriti arrived in Canberra with his family in 1970. [1] He experimented with CB radios and electronics early as a young teenager. When he was sixteen De Margheriti experimented with making computer games independently. During his senior years at Hawker College, De Margheriti co-created an amateur 8 millimetres (0.31 in) science fiction film after watching the 1977 film, Star Wars: Episode IV – A New Hope . During the development of his amateur film, he co-developed a robotics system entitled 3DIM that would enable him to film complex stop-motion animation footage of large scale spaceship models. De Margheriti's need to create scrolling film credits led him to discover computers as a tool. The film involved dozens of actors and as a result, De Margheriti gained his first taste in management working with actors and prop builders. During filming he met Steve Wang which would later form the basis of a longstanding business association. He wrote his first computer game called “Maze” on a PDP-11 and his peer, Steve Wang developed a computer game called “Caves”, also on a PDP-11 computer.
De Margheriti graduated with a degree in electrical engineering from the UNSW Sydney (UNSW), and holds an MBA from Sydney University. Wang also went on to study at UNSW in the field of computer science. Together they devoted much of their time during university hours to developing computer games. [3] They pooled their money to purchase a Commodore PET. During this time John also met Stephen Lewis and he joined the group, helping make games on the Commodore PET.
The most memorable game that they developed during university years was made for the Commodore 64. Whilst working part-time at the Computer 1 computer store in Randwick to put himself through university, De Margheriti met Gerry Gerlach who was interested in finding a person who could develop a computer game based on the recent Australian win of the Americas Cup 12 metres (39 ft) sailing. After a conversation with Gerlach, De Margheriti approached his friends at the university and pulled together a team including Wang, Stephen Lewis and John Reidy capable of developing the simulation game. The team spent 72 hours straight developing a demo, pitched it to Armchair Entertainment and won a contract to develop the Americas Cup Sailing Simulation game for the Commodore 64 and Amstrad which was ultimately developed and then sold to Electronic Arts.
Soon after starting to develop their first game, Wang and Lewis tactfully told De Margheriti that his true strength was not programming but managing and winning new projects for the fledgling group.
In addition to the Americas Cup Sailing Simulation, De Margheriti went on to program two other of games for Electronic Arts including Demon Stalkers and Fireking for the Commodore 64 and IBM PC, which was later released by Sydney-based Strategic Studies Group. http://www.ssg.com.au/
Between 1985 and 1988, De Margheriti turned his focus towards business negotiations and contract development. He co-founded a games development company called Micro Forté Pty Limited and wrote games for a new company called Electronic Arts.
In 1995 De Margheriti came up with the concept of developing a software solution that would somehow group bulletin board services (BBS) together so that many people could play games together. He called this concept Game Net. Game Net was a precursor to what would later become known as BigWorld Technology. De Margheriti's idea was to allow large scale Multi User Dungeons [MUDs] to be developed where hundreds of people could be playing together in a multiplayer game. He was greatly influenced by an EA friend Danielle/Dan Bunten who had designed M.U.L.E, Modem Wars as well as a game called Command HQ which he often played with Stephen Lewis.
Those seminal games influenced De Margheriti in terms of coming up with the concept of building what is now commonly known as Massively Multiplayer Online Games (MMOGs). While developing the idea of Game Net, De Margheriti became increasingly more aware of the advent of the internet particularly after playing Ultima Online and Meridian 59, two of the first MMOGs.
He realised that these two games were an extension of the multiplayer games he loved and that in the future many developers would want to create massively multiplayer games. De Margheriti decided to switch his focus away from BBS, and made the decision to build a middleware engine that would help developers deal with the complexities of creating these online games. In 1996 Stephen Lewis and John lodged patents for a Communication System and Method and in 1999 he lodged an application for funding through AusIndustry's R&D Start program and received a multimillion-dollar grant. This was subsequently matched by venture capital from Allen & Buckeridge, an Australian Venture capital firm. The name of “Large Scale Multi Player Universe” (LSMPU) was originally used to describe the server, client and tools middleware system that De Margheriti had in mind. In 2011 the Micro Forte company acquired all the shares from the venture capital company.
De Margheriti established the Academy of Interactive Entertainment (AIE) as a business unit of Micro Forté, to focus on developing 3D animation skills. A course was initially taught by De Margheriti, Steve Wang and other 3D experts was created for a group of 10 students.
Later on in 1997 it was spun out as a separate non profit organisation called the Academy of Interactive Entertainment Limited (AIE) to assist the greater industry. The AIE now has campuses in Canberra, [4] Sydney, [5] Melbourne, [6] Online, [7] Adelaide, [8] Seattle, [9] and Lafayette.
Title | Release date | Publisher | Format(s) | Genre | Notes |
---|---|---|---|---|---|
The Official America's Cup Sailing Simulation | 1986 | Electronic Arts (EA) and US Gold | C64/128 and Amstrad | [10] | |
Demon Stalkers – The Raid on Doomfane | 1987 | EA | C64/128 and IBM PC | [11] | |
Fire King | 1989 | Strategic Studies Group | C64/128 and IBM PC | [12] | |
Bombs Away | 1997 | Emu Multimedia | Children's game | [13] | |
Nordice | 1997 | Emu Multimedia | Windows 95/98 | Children's game | [14] |
Roy Morgan's Ultimate Survey | 1997 | Emu Multimedia | Board Game | Family board game 250 question cards | [15] |
Hot Wheels Bash Arena | 2002 (USA) 2003 (Australia) | THQ | PC/CD ROM | [16] | |
KWARI | 2007 | KWARI Limited | Multiplayer Online Kwari |
The University of New South Wales (UNSW), also known as UNSW Sydney, is a public research university based in Sydney, New South Wales, Australia. It is one of the founding members of Group of Eight, a coalition of Australian research-intensive universities.
MicroProse is an American video game publisher and developer founded by Bill Stealey, Sid Meier, and Andy Hollis in 1982. It developed and published numerous games, including starting the Civilization and X-COM series. Most of their internally developed titles were vehicle simulation and strategy games.
Danielle Bunten Berry, formerly known as Dan Bunten, was an American game designer and programmer, known for the 1983 game M.U.L.E., one of the first influential multiplayer video games, and 1984's The Seven Cities of Gold.
Noah Falstein is a game designer and producer who has been in the video game industry since 1980, winning "Game of the Year" titles for multiple games such as Battlehawks 1942 and Indiana Jones and the Fate of Atlantis. He has designed games for multiple platforms, including arcade video games, Commodore 64, and MS-DOS.
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system, on different computing systems via a local area network, or via a wide area network, most commonly the Internet. Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games.
Krome Studios Melbourne, originally Beam Software, was an Australian video game development studio founded in 1980 by Alfred Milgrom and Naomi Besen and based in Melbourne, Australia. Initially formed to produce books and software to be published by Melbourne House, a company they had established in London in 1977, the studio operated independently from 1987 until 1999, when it was acquired by Infogrames, who changed the name to Infogrames Melbourne House Pty Ltd.. In 2006 the studio was sold to Krome Studios.
Sony Interactive Entertainment LLC (SIE) is an American video game and digital entertainment company that is a major subsidiary of Sony Group Corporation. It primarily operates the PlayStation brand of video game consoles and products. It is also the world's largest company in the video game industry based on its equity investments.
Habitat is a massively multiplayer online role-playing game (MMORPG) developed by LucasArts. It is the first attempt at a large-scale commercial virtual community that was graphic based. Initially created in 1985 by Randy Farmer, Chip Morningstar, Aric Wilmunder and Janet Hunter, the game was made available as a beta test in 1986 by Quantum Link, an online service for the Commodore 64 computer and the corporate progenitor to AOL. Both Farmer and Morningstar were given a First Penguin Award at the 2001 Game Developers Choice Awards for their innovative work on Habitat. As a graphical MUD it is considered a forerunner of modern MMORPGs unlike other online communities of the time. Habitat had a GUI and large user base of consumer-oriented users, and those elements in particular have made Habitat a much-cited project and acknowledged benchmark for the design of today's online communities that incorporate accelerated 3D computer graphics and immersive elements into their environments.
Spelunker is a 1983 platform video game developed by Timothy G. Martin of MicroGraphic Image. It is set in a cave, with the player starting at the cave's entrance at the top, and the objective is to get to the treasure at the bottom.
Strategic Studies Group (SSG) is an Australian software development company that makes primarily strategy wargames.
Robert J. Mical is an American computer programmer and hardware designer who has primarily worked in video games. He is best known for creating the user interface, Intuition, for Commodore's Amiga personal computer (1985), contributing to the design of the Amiga hardware, and co-designing, with Dave Needle, the Atari Lynx color handheld (1989) and the 3DO Interactive Multiplayer (1993).
The Canberra Institute of Technology (CIT) is a vocational education provider with five campuses located in Canberra, Australian Capital Territory. CIT is the largest Technical and Further Education (TAFE) provider in the Australian Capital Territory. Qualifications offered by CIT range from certificate to degree level. CIT has campuses across Canberra, located in Bruce, Reid, and Fyshwick. CIT also has two learning centres in Tuggeranong Town Centre and Gungahlin, which are primarily for students studying via flexible or distance learning. A Woden campus is currently under construction, due to be completed in 2025. CIT provides a wide range of education and training courses that focus on practical skills and formal, technical qualifications.
The Academy of Interactive Entertainment (AIE) is an Australian video games and computer animation school. Founded in 1996, it was one of the world's first institutions to offer qualifications in these industries. The AIE provides courses covering CGI, animation, video game asset creation and games programming. Campuses are located in Canberra, Sydney, Melbourne, Adelaide, and an online campus. The Australian ABC has said that the AIE "is one of Australia's most awarded 3D animation, game design and visual FX educators".
Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adults. Video game culture has also evolved with Internet culture and the increasing popularity of mobile games, which has led to an increase in the female demographic that play video games.
The Australian Game Developers Conference (AGDC) was an annual conference held from 1999 to 2005 that brought together Australian and overseas game developers, publishers, programmers, artists, production staff, computer graphics companies, audio companies, software tool developers, buyers and suppliers to the game development industry. It was owned by the Academy of Interactive Entertainment (AIE) and was run by Interactive Entertainment Events, a subsidiary of AIE.
Christopher Erhardt was the Head of School - US Campuses for the Academy of Interactive Entertainment (AIE) from the time the school opened until his death. From 1998-2007 he was the Associate Dean as well as V.P.-Production at DigiPen Institute of Technology in the United States.
Micro Forté Pty Ltd is an Australian electronic entertainment company with development studios in Canberra and Sydney. Founded in 1985 by John De Margheriti at a time when there was little game development presence in Australia, Micro Forté has been closely linked to the growth of the Australian game development industry, with CEO De Margheriti initiating events such as the Australian Game Developers Conference (AGDC) and founding the Academy of Interactive Entertainment (AIE).
Riot Sydney is an Australian software company, formed in 2002 by John De Margheriti. It was the developer of BigWorld, a middleware development tool suite for creating massively multiplayer online games (MMO) and virtual worlds. It was the first company that developed a middleware platform for the MMO market. In 2007, BigWorld was recognised by the UK's Develop magazine as an industry leader.
The AFL video game series is a series of Australian rules football video games licensed and based on the VFL/AFL.
The video game industry in Australia is worth $4.21 billion annually as of 2022, inclusive of traditional retail and digital sales. A report in 2022 by Austrade estimated that 3,228 Australians worked in the video game industry. In the fiscal year 2016–17, revenue from Australian game developers was approximately $118.5 million, 80 percent of which was from overseas sales.