{"id":87218,"date":"2019-03-08T21:48:00","date_gmt":"2019-03-08T21:48:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/338331"},"modified":"2019-03-08T21:48:00","modified_gmt":"2019-03-08T21:48:00","slug":"dont-miss-catching-up-with-centipede-creator-dona-bailey","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/03\/08\/dont-miss-catching-up-with-centipede-creator-dona-bailey\/","title":{"rendered":"Don&#8217;t Miss: Catching up with Centipede creator Dona Bailey"},"content":{"rendered":"\n<p> In 1980, Atari had one single software engineer who was female. That woman, Dona Bailey &#8212; whose only prior programming experience was assembly displays at General Motors &#8212; created the classic arcade title <em>Centipede,<\/em> against enormous odds in a high-stakes environment in the infancy of the gaming industry. As the keynote speaker at the <a href=\"http:\/\/www.womeningamesinternational.org\/\" target=\"_blank\" rel=\"noopener noreferrer\"><u>Women in Games International Conference<\/u><\/a>, she will share the lessons of her experience, her advice for professional and aspiring female game designers, and her ideas for the unique role women can play in game design. <\/p>\n<p> Ahead of the conference, Gamasutra spoke with Ms. Bailey about some of these ideas, and discussed her challenging experience at Atari &#8212; where colleagues didn\u2019t believe she could possibly be responsible for <em>Centipede <\/em>even after completed it. She discusses how treating programming as an extension of verbal language can bring greater artistic depth to the gaming medium in ways she wasn\u2019t given the freedom to express at the time, and explains how the history-making <em>Centipede<\/em> might never even have been &#8212; if not for a chance encounter with one song by the Pretenders. <\/p>\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/dont-miss-catching-up-with-centipede-creator-dona-bailey.jpg\" alt title=\"Dona Bailey\" width=\"129\" height=\"183\" align=\"right\"><strong>At the time you created <em>Centipede<\/em>, you were one of the only female game designers in the industry, and at a heavyweight like Atari, no less. Can you describe what that was like?<\/strong> <\/p>\n<p> I always say that it was the closest to being in a frat that I\u2019ll ever be! When I started at Atari, there were probably around 30 game designers who were professionals of one sort or another, either software engineers, or hardware engineers, or technicians. I was hired as the only software engineer who was a female. It was a ratio of 30 to 1! And by the time I left, it was about 120 to 1. <\/p>\n<p> <strong>Were you intimidated?<\/strong> <\/p>\n<p> Not intimidated, but it was really an interesting experience. It was my first exposure to this kind of situation when you\u2019re the only person of a certain kind; you kind of lose your identity. It\u2019s really strange; it\u2019s not that I ever forgot I was female, but I would go for stretches where I would sort of forget! It had some good points, and it was kind of tough, though. I remember towards the end of the second year of it &#8212; I was there for 27 months &#8212; after about two years I remember thinking, \u201cI want to know what I\u2019m like again, on my own, by myself without all of this around me.\u201d <\/p>\n<p> <strong>Did you feel additional pressure at the drawing board because of being female?<\/strong> <\/p>\n<p> Yeah. I think that there was a lot of additional pressure just by being the only female. I think I was watched a lot more than I would have been. I could have blended in a lot better, if not for that one thing. I think that my personality was quite a bit different, too. You never know what you\u2019d be like if you were male &#8212; and I never spent any time thinking, \u201cI wonder,\u201d but I do think that I\u2019ve always been sort of introverted and quiet, and kind of shy, and all the things that, if I hadn\u2019t been female, would have allowed me to take a place in the back, and not in the line of vision all the time. <\/p>\n<p> I am an only child, and so it\u2019s kind of like that experience in my family growing up. It was kind of like the same thing there, whether I wanted to be stared at or not. I wasn\u2019t accustomed to extra attention in a professional setting, and it was definitely more than I\u2019d ever been given! You have to do certain things to accommodate that, and I don\u2019t think I was fast at understanding how to deal with it! <\/p>\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/03\/dont-miss-catching-up-with-centipede-creator-dona-bailey.gif\" border=\"1\" alt hspace=\"5\" vspace=\"5\" width=\"256\" height=\"256\" align=\"right\"><strong>Did things change once you\u2019d done <em>Centipede<\/em>?<\/strong> <\/p>\n<p> Yes, but I\u2019m not sure it was for the better! There was a lot of surly attention after that. It\u2019s not always popular to do something [like] that &#8212; the first thing that happened, I was not ready for at all, and I still haven\u2019t figured out how to deal with this part &#8212; people just started, y\u2019know&#8230; the typical kind of thing that people would say was, either it was a fluke or I didn\u2019t really do it, somebody else did it. I\u2019m a very peaceful person, and I felt sick of fighting, so I really just disappeared, and I haven\u2019t had contact with the industry for at least twenty years. <\/p>\n<p> <strong>Do you follow the industry at all, now?<\/strong> <\/p>\n<p> I didn\u2019t at all until about a year ago. I teach now, and I taught a special class for some very accelerated students who were the first ones accepted into the new game design program at the University of Arkansas at Little Rock. They\u2019d had all AP classes, and when I met them, I found out that they had all kinds of certifications, all kinds of things I didn\u2019t expect, and they were very accelerated for the typical students who I teach. And so I was really glad I\u2019d spent the summer doing a lot of preparation so I was up on all the game genres, and spent a lot of time reading Game Developer and all kinds of things. So through reading, that\u2019s my biggest connection. <\/p>\n<p> It\u2019s interesting &#8212; one of the first things I realized was that <em>Centipede <\/em>would be considered, at best, a \u201ccasual game\u201d now &#8212; which was so funny to me, because it wasn\u2019t that at all &#8212; it was an action game with a story, and now it really doesn\u2019t have a narrative at all by today\u2019s standards! It probably wouldn\u2019t even be released today. All of those things were interesting to me when I was going through this period of discovery. <\/p>\n<p> &nbsp; <\/p>\n","protected":false},"excerpt":{"rendered":"<p>In 1980, Atari had one single software engineer who was female. That woman, Dona Bailey &#8212; whose only prior programming experience was assembly displays at General Motors &#8212; created the classic arcade title Centipede, against enormous odds in a high-stakes environment in the infancy of the gaming industry. As the keynote speaker at the Women [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":87219,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-87218","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/87218","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=87218"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/87218\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/87219"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=87218"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=87218"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=87218"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}