Jamie Fenton
Jamie Fenton
is a highly inventive software engineer who has been involved in the video game and multimedia computing industries since the beginning. Over the decades, I have worked in education research, numerous startups, and interesting projects of my own. These days I'm deep into open source development, music technology, and generative art.
I now live in Chicago with my partner Jennifer and my sister Kathy and her family.
As many people are
interested in my past as a pioneering game designer, I am recounting
the early years first and in more detail.
1974 - 1983 Classic Video Games
Programmer with Dave Nutting Associates
I
started college in 1972 at UWM in Milwaukee. I snuck into the Fortran
programming course during the first semester despite having no
prerequisites and was called on the carpet for developing unauthorized
programs. The session ended with Dr. Northouse offering me a job as a
Research Assistant in his AI lab. I built a robot, and created an
animation program with a light pen and a PDP-8L. University life
was great fun and I spent 2.5 years crashing grad school classes and
ignoring the credit requirements. Dr. Northouse was contacted by a
former student interested in computer games. Nort sent myself and Tom
McHugh over as contractors, and we became the first two employees at
Dave
Nutting Associates. David Nutting and his partner Jeff Frederiksen had
the patent on using a microprocessor system with a video
frame buffer to generate game animation. (Before then all
games were made with dedicated logic circuits).
It
was fun, despite my friends thinking I joined the Mafia. (Bally had a
reputation then, undeserved, that they were trying to live down, which
came from making slot machines).
I was
initially tasked to develop pinball machines, but yearned to work on the
video games. Over a Christmas holiday, Dave and I, built a
prototype Blackjack game in cocktail table format. It included a payoff
chute and thus qualifies as the original computer-controlled card game
gambling device - the godmother of all Video Poker and Blackjack games
in Las Vegas and Atlantic City. Eventually it wound up in a Midway
storage area, like
the Lost Arc of the Covenant.from Indiana Jones. Will it ever be found? Will it still boot up?1976
- The Bally Fireball Home Pinball Machine
The Fireball was one of the first pinball
machines ever to ship with a
microprocessor inside. It used a Fairchild F8, which had 64 bytes of
RAM and 2K of ROM. This unit was designed for home use. It did not sell
well because the availability of microprocessor commercial pinball
games created a glut of relay-controlled units on the home market.
1977 - The Bally Arcade Video
Game System
My first
first foray into management was to lead a group that designed and
implemented a ROM based operating system for a home video game console.
The Bally
Arcade
used a Z80 microprocessor, 4K of RAM, and 8K of ROM. It was far ahead
of its time. Later, I implemented a Basic interpreter called Bally
Basic that ran on the Bally Arcade system in a cartridge. Basic
language statements were entered using a keypad overlay over the
calculator keypad. For about 6 months, Jamie held the honor of
providing the world's cheapest computer.
1978 - Digital TV Dinner
Raul Zaritsky, Dick Ainsworth (audio), and I created "Digital TV Dinner" by manipulating a Bally Astrocade console. We fed the video output back into the system in unexpected ways, producing wild abstract imagery synchronized to sound. Now recognized as one of the earliest examples of intentional glitch art, this work has gained recognition decades later in the art world, and I have presented on glitch art history at various workshops and conferences.
1980 - The GORF Coin-op Video Game
I programmed a number of arcade video games during the
late 1970s - early 1980s era. The best known of these was GORF.
GORF stood for "Galactic Orbital Robot Force" and was a play on my
college nickname of Froggie. GORF was the first game ever to show
multiple scenes. After defeating a
rack of Space Invaders, one would blast into space and deal with
various alien menaces, working up to mission 5, an encounter with the
Gorfian Flag Ship. GORF also featured a speech chip that hurled insults
at the player.
In 1981, Jamie
wrote a game for Bally/Midway called Robby Roto.
It is a maze/digging/rescue game. It did not do well in the
marketplace. As the rights to this game have reverted to me, I have
chosen to permit MAME users to duplicate and play the ROM images for
Robby Roto free of charge. Unfortunately my other released titles remain in legal limbo, but I am looking into making them
available too.
For more information on the MAME project, please visit their homepage.
The photo to the left shows the development system I used to develop an
arcade title called Ms. Gorf,
circa 1982. It was finished to the level where it
could undergo play-testing, just in time to be canceled during the
great videogame crash. Like Robby Roto, the rights have reverted to me.
As the development system was extremely exotic, it is unlikely that
this game will ever be revived. I have some early videotapes of myself
playing it which I will digitize someday.
Jamie's
gameography is displayed in the Giant List of
Classic Game Programmers
Fenton, Jamie
Faye [formerly Jay Fenton]
[U] Computer
Blackjack (1975, COIN, Bally)
Fireball
(1976, PIN, Bally) home pinball game
Checkmate (1976, COIN, Dave Nutting Associates)
[N] Bally Astrocade home game system (1977, ASTR, Bally) led the
development team
and wrote most of the operating system
[N] Bally
BASIC (1977, ASTR, Bally)
280 ZZZap
(1977, COIN, Dave Nutting Associates)
Gorf (1980, COIN, Bally/Midway)
Adventures of Robby Roto, with Dave Nutting (1981, COIN, Bally/Midway)
[U] Ms. Gorf (1982, COIN, Bally/Midway)
[U] Gorfian Pinball (PIN, Bally/Midway)
[P] Beamrider (1983, C64, ACT) port from INT
[P] Pitstop (1983, C64, Epyx) port from 800
[N] VideoWorks (1985, MAC, MacroMind) precursor to MacroMedia Director
1985
- MacroMind VideoWorks/MacroMedia Director
Jamie formed a corporation with Marc Canter
and Mark Pierce called MacroMind. Our early products include MusicWorks
and VideoWorks. I did most of the coding on these projects.
VideoWorks has been available for many years, and is now being sold as MacroMedia Director.
Here is a screen dump showing the basic features of VideoWorks/Director:

Both
MusicWorks and VideoWorks were the first
programs in their
respective categories to ship on the original Apple Macintosh. The
interface ideas have been widely copied and the resulting acceptance by
the creative artistic community enabled Apple to survive until their
resurgence in the iPod era.
1989 - Playground
In 1987, Jamie left MacroMind to work with Alan Kay's Vivarium Project.
Here she developed a number of prototype programming environments for
children called Playground. In these experiments, children constructed
simulation worlds like the one shown here:

Programs consist of English-like
statements which execute in parallel.
These statements were situated within each animated character and
interact in order to generate behavior. This example directs the
clownfish to seek food and avoid sharks:

Frustrated
with the poor performance of
Smalltalk on 16
Mhz Macintosh computers of the era, I returned to private
industry, joining Reese Jone's Farallon Computing Company of
Emeryville, CA. Years later, Smalltalk finally came into its own with
the Squeak project, which performs as well as Java, sometimes better,
and is far more elegant.
1990 - 1994 Farallon - ScriptX
Leaving Apple in 1989, I worked for a while at Farallon Computing.
We developed a HI-8 video editing program, a streaming network
multimedia presentation system called Fairground, an early "web cam"
device, and a phone
dialer utility. Eventually Farrallon passed on the Fairground idea,
seeing no future for user-constructed multimedia presentations shared
across the network.
I wound up working with Kaleida Labs and its ScriptX
project. (Kaleida was one of the results of the IBM/Apple collaboration
of the early 1990s). I was one of the primary architects and helped
implement
this system, working on the persistence engine, networking, and on
creating hybrid control structures for executing scripts over
time.
1991 - Digital Photo Album
During her spare time in the early 1990's, I developed an
electronic photo album program for the Macintosh called the MegaloMedia
Photo Album. Rights to this program were assigned to Michael
Robertson's MediaMinds company, Michael went on found mp3.com. Here is
a simple screen display. I also developed
programs for editing and presenting PhotoCD images.

1995 - 1998 Global Cyberspace
My last project at Kaleida
was to create a Distributed ScriptX
demonstration of a social virtual world. Helped by Arturo Bejar, our
efforts brought the attention of Chip Morningstar and Randy Farmer, we
became two of the lead architects at Electric
Communities.
At
E/C, I developed an animation engine, a persistent object
database, the distributed object communications system, and several
demonstration programs. Frustrated by the reluctance of net users to
download plug-ins, Doug Crockford and I kicked-around the idea of
using
Javascript and HTML to generate rich-client interfaces. Doug later ran
with the idea, starting State Software and becoming the father of AJAX..
E/C
was a company of superstar engineers. In other words,
a spectacular exercise in cat-herding, The E/C project shut down
in 1999,
a dot.com failure.
3D Communications and the Transgender Community
During this era, I founded 3D Communications, an early transgender information site featuring a newsletter, a commercial directory called "the Mall," and MEOW, a real-time chat server. Through this work and my involvement with Transgender Forum, I became known in the trans community and presented at conferences including IFGE and Southern Comfort. More about this part of my life can be found at www.jamiefaye.com.
1998
- 2001 SRI Center for Technology in Learning
Jamie joined CTL in June of
1998, working under Dr. Roy Pea. My first job was to suggest further directions for the LEGO Mindstorms
project. I also worked with the Tapped-In virtual
learning community and designed the software architecture(for
streaming media and on-line discussion) for the TeachScape initiative.
My largest project was a Tapped-In MOO replacement called MEOW.
While written to support rooms, regions, doorways, and the like, MEOW
was mostly used as a Chat Server. The MEOW code base was extended
experimentally to become a prototype knowledge
management application called Smurgle, and at another time for
collaborative media analysis. My last project was a contract job for
Sun Microsystems, where I developed a Schools
Interoperability Framework (SIF) XML Zone Integration Server called
JaZ.
2004 - 2006 Modulo Systems, Inc.
Early
in 2004, I was approached by Lee Silverman and invited to join
Modulo Systems, a startup company in Massachusetts, which
focused on developing New Media technologies for the Print Publishing
Industry. I helped solve numerous techincal problems with their
Concerto work-flow engine and then developed
Music, which was a web-based AJAX application for planning and editing
page layouts.
Music was able to open Adobe InDesign documents, rearrange the elements
therein, and save them back, working from the Adobe INX (XML) format.
This complex task required reverse-engineering their document format
and machine-generating classes to represent the elements of InDesign.
Music
evolved into a generalized collaborative AJAX-based XML document
editor. Music managed a bidirectional transformation process
converting InDesign and at a future time, Quark DOM representations
into a generalized, vendor-neutral logical form and back.
Eventually,
I was called back to help fix Concerto, which suffered from
severe
performance problems. I turned out that Concerto was based on the
"Single Threaded
Apartment Model", and notifications didn't flow to the next workstation
until after the previous one completed its update cycle. Too late -
Modulo failed in 2006.
2006 -
2010 Seductive Logic
MEOW
After
SRI, I continued development of MEOW. The last version
uses
AJAX to enable dynamic editing and grouping of chat messages, in effect
combining a bulletin board system, real time chat, and a Wiki with
topic refinement and correction. Time became just
another variable
and ontology a user option. The people who got it, got it. Most didn't.
I also developed two prototypes that never shipped but were fun to create: The Camera Gun, a webcam-based augmented reality shooting game that tracked targets in real-time and overlaid virtual bullet damage, and TopCat, a live video production switcher for webcams with effects and compositing.
Haywire - Windows
Haywire is a program that displays a computer's internal memory as a real-time bitmap - a form of found digital art. Using various visualization modes, you can watch memory patterns flow and discover hidden images buried in running processes. It's like having X-ray vision into your computer's soul.
2014 - 2015 Cola
Marc Canter recruited me back for another startup adventure. Cola began as an IoT company called Interface, then pivoted to a messaging platform with embedded "card" applets - mini-applications living inside messages. Full circle from the early multimedia days.
2015 - 2016 MyLikes - Mobile Video
At MyLikes, I developed video transcoding pipelines for the FriendLife social network using RTMP and HLS streaming. I prototyped 360-degree live video features and built video capture with special effects for both FriendLife and the Candid anonymous messaging app.
2018 - 2019 Marco Polo
I helped troubleshoot bugs, improve video quality, and performance-optimize Joya Communications' flagship video messaging platform Marco Polo on both Android and iOS.
2019 - 2024 Akai Professional - MPC and Force
I joined Akai Pro to work on their flagship MPC and Force music production hardware. I created an Ableton Live to MPC project converter and reworked the MPC internals to accept legacy file formats, ensuring backwards compatibility for longtime users.
2017 - 2025 Synthstrom Deluge
The Synthstrom Deluge is a remarkable portable synthesizer/sequencer from New Zealand. I created Downrush, a WiFi-based management utility using the Toshiba FlashAir SD card and React, allowing users to explore and modify synth patches, drum kits, and songs from a web browser. This led to organizing the DelugeFirmware open source project on GitHub, which has been a rousing success with an active global community of contributors.
Recent Projects
I have embraced open source development and what the kids call "vibe coding." Current projects include a digital audio recorder application for Raspberry Pi, a new version of Haywire that works with QEMU virtual machines to visualize both Windows and Linux memory in real-time, and contributions to Olivia Jack's Hydra live-coding visuals tool, adding vertex shader support and 3D graphics capabilities.
Jamie's Email address is: jamie@fentonia.com