
From the age of 10, Robert Pelloni dreamed of an “ideal” video game. Whilst having coffee with friends one day, he began scribbling ideas on napkins. Five years later he’d created what he suggests is possibly the world’s largest self-made video game. In those five years Bob hardly left home, working night and day on his project, with no internet connection and virtually no social life, his bedroom floor strewn with papers.
Bob is basically a self-taught game designer. In High School he took an introductory class on C++ programming, though he had no previous training of graphics or game design. He first got a dot to move on a screen, then designed a character and got it to move. Soon Bob had his basic story ready. His 65-song soundtrack was recorded using sound waves, while sound effects were produced with objects and recorded with a microphone. Hence, the sound of footsteps was created using a real shoe. He reckons the whole thing cost him less than $10,000, whereas the average game today costs about $500,000 to make.
25-year-old Robert Pelloni is the author of "Bob's game", which he single-handedly designed from his home near Detroit in the US. See his blog.

Emmanuel Carré is a videogames fan working for French-based Ubisoft, a world leader in the sector.

Comments
High Praise
Submitted by A. Ortiz (not verified) on Thu, 21/08/2008 - 13:38.I highly commend Robert Pelloni for doing everything I wish I had done all my life but never had the courage to do: to design (and create!) a game that challenges so many of the conventions we're used to in games in order to replace them with new, inventive, and in some ways much more effective mechanical methods. TO put forth a story completely by himself to show that it can be done. To
My only question is, Robert, how on Earth did you pay for all of it? Did you have a job on the side? This is an amazing feat, with funds coming from nowhere. If people knew how to live for that long on that little and develop a game entirely, they might actually be willing to go through it themselves.
To Emmanuel Carre: You say you "don’t think it’s possible for a single person to create a game." And yet right here, before you, is a completed game. Why does it not qualify as one, in your eyes? You have an exploratory adventure that leads you through minigames that must be completed and that leave a player with a sense of accomplishment--what elements is it missing that other games contain? A method for players gauge their success on?
In Myst, do you evaluate your performance, or do you immerse yourself, challenge your mind, come out in the end and feel satisfied? What do you expect out of a game--points, win/loss ratios, scores, medals, multiplayer? Why not just success? Why not learning? Why can a game not be an exploratory process, if all a game really *needs* to be is "fun"?
I think we've allowed the industry and the mass market to dictate what a game is for too long. Throughout history, we've had people struggling to define "art" and to challenge each other's ideas on what art is. We can have the same for "games"; In fact, I think we should. And I'm looking forward to seeing what Robert Pelloni's ideal game is like.
I'd love to try your game,
Submitted by Ahmed (not verified) on Tue, 19/08/2008 - 20:18.I'd love to try your game, Robert, where can I find it??
Not out yet
Submitted by A. Ortiz (not verified) on Thu, 21/08/2008 - 13:40.It's not out yet, Ahmed. Robert's looking to get it published and released for the Nintendo DS and maybe the iPhone and Google platforms. For now, we simply have a video and news.