speaker-photo

Garry Kitchen

toy/video game designer
Garry Kitchen – Garry Kitchen is a renowned toy/video game designer. Kitchen’s hit games include Donkey Kong (Atari), Keystone Kapers, GameMaker (1985), and Bart (Simpson) vs. the Space Mutants. Garry’s awards include Designer of the Year, Video Game of the Year, and SPA Excellence in Software. His work is highlighted in many documentaries, including World 1-1, Atari: Game Over, Batteries Not Included, The Artists, and Unlocked: The World of Games, Revealed. Kitchen serves on the Advisory Board of the National Video Game Museum.
12:30 pm Activision/Audacity crew -Seminar Room -

Sunday 16th of Nov

FROM PITFALL TO CASEY'S GOLD - DESIGNING NEW RETRO GAMES FOR THE ATARI 2600

Our extensive history in the video game industry from our working with Nolan Bushnell who founded Atari, to our founding of Activision and the hundreds of games we've developed over the years. We'll focus on stories and anecdotes pertaining to some of our most successful games such as PITFALL™, PITFALL II™, KEYSTONE KAPERS™, DONKEY KONG™ (2600) and GHOSTBUSTERS!™. What it's like to design and develop new games in 2025 for retro systems such as the Atari 2600. How development differs and how it's the same as when we were creating classic games in 1980.

12:30 pm Activision/Audacity crew -Seminar Room -

Saturday 15th of Nov

FROM PITFALL TO CASEY'S GOLD - DESIGNING NEW RETRO GAMES FOR THE ATARI 2600

Garry Kitchen, David Crane and Dan Kitchen will have a panel and it will focus on the following two areas:

  • Our extensive history in the video game industry from our working with Nolan Bushnell who founded Atari, to our founding of Activision and the hundreds of games we've developed over the years. We'll focus on stories and anecdotes pertaining to some of our most successful games such as PITFALL™, PITFALL II™, KEYSTONE KAPERS™, DONKEY KONG™ (2600) and GHOSTBUSTERS!™.
  • What it's like to design and develop new games in 2025 for retro systems such as the Atari 2600. How development differs and how it's the same as when we were creating classic games in 1980.