Age, Biography and Wiki

John O'Neill (video game designer) was born on 1948, is a game designer. Discover John O'Neill (video game designer)'s Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is He in this year and how He spends money? Also learn how He earned most of networth at the age of 75 years old?

Popular As N/A
Occupation Video game designer
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Zodiac Sign
Born 1948, 1948
Birthday 1948
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Date of death 2021
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Nationality

We recommend you to check the complete list of Famous People born on 1948. He is a member of famous game designer with the age years old group.

John O'Neill (video game designer) Height, Weight & Measurements

At years old, John O'Neill (video game designer) height not available right now. We will update John O'Neill (video game designer)'s Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
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Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
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John O'Neill (video game designer) Net Worth

His net worth has been growing significantly in 2022-2023. So, how much is John O'Neill (video game designer) worth at the age of years old? John O'Neill (video game designer)’s income source is mostly from being a successful game designer. He is from . We have estimated John O'Neill (video game designer)'s net worth , money, salary, income, and assets.

Net Worth in 2023 $1 Million - $5 Million
Salary in 2023 Under Review
Net Worth in 2022 Pending
Salary in 2022 Under Review
House Not Available
Cars Not Available
Source of Income game designer

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Timeline

2005

Board games and toys continued to be the main focus of Admcadiam's efforts for the next several years, and by 2005 O'Neill began to exhibit games at the American International Toy Fair. By 2009, the company's products had grown to include tarot and card games as well, including a card-game version of boardgames like Paradice.

2001

In 2001, inspired by his daughter Oona, O'Neill returned to game design with the artisanal board game Paradice. Released by O'Neill's See Through Games, Paradice was the first offering under O'Neill's new project, Game Whys: Art and Philosophy Games for an Emerging Humanity. The environmentally-oriented game was released in standard (wooden pieces) and deluxe (resin materials) formats and is intended to be as much an art piece as a game.

1993

The final project under development by Flyghts of Fancie before it was shut down to allow O'Neill to pursue a television deal with Time–Life (as well as the production of video discs and satellite networking) was a collaboration with cartoonist Gahan Wilson. The game was to be titled Gahan Wilson's House of Horrors, and the title was to be financed by Electronic Arts, however it was cancelled prior to release and would not be completed until nearly a decade later in 1993 as The Ultimate Haunted House.

1982

In 1982, during his time working for Atari, O'Neill also began a side project with close friend and Atari product manager Stuart Rosen under a newly created video game branch of Admacadiam called Flyghts of Fancie. This project, originally called simply Life, would eventually become O'Neill's first independent game, the critically acclaimed art game, Lifespan. Fitting with Admacadiam's goal of making art accessible for the masses, the central consideration for Flyghts of Fancie would be the player's experience including aesthetic enjoyment as well as reflective thought leading to meaningful personal insights. Unlike the vast majority of contemporary video games that emphasised frenetic action, violence, and the collection of points, Lifespan was a slow-paced and surrealistic pastiche of five episodes that led the player through events representative of the human experience from childhood to death. The game was distributed by the Chicago-based Roklan Corporation, receiving a favourable critical response and it was compared to contemporary art game, Moondust, by writers including its designer Jaron Lanier.

1960

John O'Neill grew up in Northern England and began to experiment with painting at a young age. His interest in art continued throughout the 1960s, his academic career eventually leading him to study art at the Bath School of Art and Design and at London's Chelsea College of Art and Design where he would exhibit his work publicly. O'Neill's approach to art in his 20s was experimental in nature and he explored diverse media including painting, sculpture, and music. His experiences in exhibiting his work in London in 1971 at the age of 23, however, led him to make dramatic changes in the interest of gaining as broad an audience as possible. Turning to consumer channels (mass publication and broadcasting) in 1975, O'Neill developed a philosophy he called "Admcadiam" that was geared toward outreach to the general public and he formed Admacadiam – a company striving to serve as a "creative catalyst" in producing art for the masses. Alongside his work at Admacadiam, O'Neill would continue to display gallery art corresponding to his "Admcadiam" philosophy, and he also moonlighted as a guest lecturer at universities and art institutes.

1948

John O'Neill (born 1948) is a British artist and video game designer best known for developing the games Lifespan and The Dolphin's Rune. He is one of the earliest art game designers, and his work has been compared to that of contemporary game designer, Jaron Lanier.