Chris Pruett
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cpruett.bsky.social
Chris Pruett
@cpruett.bsky.social
Director of Games @meta. Thirty years of game dev, incl. Dead Secret, Wind-up Knight, and sick Hypercard stacks. I am a walking encyclopedia of horror games.
I learned a ton about how to write video games from the Marathon 2 source, but it's also a bit of a time capsule for an era of OSs designed to be essentially single process, high performance GUI interfaces with a single root user. A technical cul-de-sac but nevertheless built with craft.
November 15, 2025 at 10:25 PM
I also learned is that Apple's core software was super efficient. I spawned enemy types based on RAM usage, and the Finder ended up as the weak Drone because it only used 2 MB of RAM to run the whole desktop windowing interface. I forced it to be a stronger enemy to avoid accidental Finder kills.
November 15, 2025 at 10:25 PM
But that meant that even if you shot a process in the face with the SPNKR, it might not actually have enough cycles to actually die. In early versions you'd quit Marathon and see all the apps you killed quickly close as they finally got time to respond to the kill command.
November 15, 2025 at 10:25 PM
This design was a remnant of an OS designed for single user performance, and it was great for games. A game loop could just never yield and burn all of the available CPU time on running and rendering. Which is of course what Marathon did.
November 15, 2025 at 10:25 PM
Classic MacOS used "cooperative multitasking" which meant that the foreground process got nearly all the CPU time and background processes were essentially frozen. Foreground processes were expected to explicitly yield time back to the OS to allow other apps to breathe.
November 15, 2025 at 10:25 PM
I thought this was kind of a funny way to tie my interests in video games to an OS class, but I actually learned a lot about the OS in the process. My Marathon Process Manager ran on MacOS 9, the last OS before Apple shifted to the Unix-based OS X. There were some problems.
November 15, 2025 at 10:25 PM
The idea was blatantly copied from Dennis Chao's DOOM-based Linux process manager a year or two before. His page about that project is still up! www.cs.unm.edu/~dlchao/flak...
November 15, 2025 at 10:25 PM
Unreal was so indie back then
November 14, 2025 at 6:16 PM
Legit want to ship a game that only has settings that make the game worse. "Mouse Latency" or "Upside Down Mode" or "Indie Level (Low/Medium/High)" (this one applies a mosaic filter to the frame until it becomes lower res than a tamagotchi)
November 14, 2025 at 12:20 AM
How much of the total does COD represent?
November 6, 2025 at 7:17 PM
"Smaller game"
November 6, 2025 at 4:48 PM
ソめねこ, a TV show nmeneko-anime.jp
ちみたん本, 4-cell manga strip
おぱんちゅうさぎ
November 3, 2025 at 5:25 PM
SEEING THINGS!
October 31, 2025 at 5:08 AM
ding ding ding this is the correct answer
October 30, 2025 at 8:40 PM
Last one! MÆRE III
A short grainy horror game about dreams and things that go bump in the night. It's very simple but the dream sequences are great and the "don't look at bad things" mechanic builds tension with very little effort. Play it in your browser.
www.newgrounds.com/portal/view/...
MÆRE III
The scariest MÆRE yet!
www.newgrounds.com
October 30, 2025 at 6:09 PM
Ghost Town
I am perhaps a bit biased when it comes to VR games, but Ghost Town is one of the best things I've ever played in VR. It's tight, beautiful, creepy, and very well written. The production quality is excellent and the puzzles are consistently fun.
October 30, 2025 at 6:09 PM