“David is a gifted writer and a pleasure to edit. While I was editing his work he was concise, always on point, and grammatically correct. When working where SEO was important David made placement seem effortless and natural where other writers oftentimes found placement difficult. On the rare occasion revisions needed to be made, usually due to client revisions, David was always amenable, open to my suggestions, and timely in his returns. Always a pleasure to work with, I have no qualms in recommending David for any writing assignments and I hope to work with him again.”
About
Activity
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I had a great time celebrating DOOM's 👹 30th anniversary with John Romero and John Carmack. Here's the VOD of our hour-long conversation about the…
I had a great time celebrating DOOM's 👹 30th anniversary with John Romero and John Carmack. Here's the VOD of our hour-long conversation about the…
Shared by David L. Craddock
Experience & Education
Publications
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Stairway to Badass: The Making and Remaking of Doom 2016
Press Start Press
From the landmark original title to 2016's critically acclaimed reboot, id Software's Doom games have ground productivity and personal relationships to a halt since the Texas-based studio opened the floodgates to hell in December 1993.
Stairway to Badass: The Making and Remaking of Doom (2016) reveals the pitfalls and triumphs involved in reimagining id Software's groundbreaking shooter, and celebrates the exquisite map design, weapon balance, and community of one of gaming's most…From the landmark original title to 2016's critically acclaimed reboot, id Software's Doom games have ground productivity and personal relationships to a halt since the Texas-based studio opened the floodgates to hell in December 1993.
Stairway to Badass: The Making and Remaking of Doom (2016) reveals the pitfalls and triumphs involved in reimagining id Software's groundbreaking shooter, and celebrates the exquisite map design, weapon balance, and community of one of gaming's most beloved franchises. -
Firebug: War of the Elementalists: Book 1
One girl closes her eyes and disappears. Another awakens in a world of limitless possibilities.
Elbora Minstori is an elementalist—scaler of the Five Peaks of Celestia and expert in all five branches of elemental magic. For Elbora, there is no spell too complex, no creature too powerful, no challenge too great.
No challenge but one: Keeping her elder sister, Firebug, from getting them both killed.
Relentless and bold, Firebug is gaining a reputation as one of Celestia’s…One girl closes her eyes and disappears. Another awakens in a world of limitless possibilities.
Elbora Minstori is an elementalist—scaler of the Five Peaks of Celestia and expert in all five branches of elemental magic. For Elbora, there is no spell too complex, no creature too powerful, no challenge too great.
No challenge but one: Keeping her elder sister, Firebug, from getting them both killed.
Relentless and bold, Firebug is gaining a reputation as one of Celestia’s greatest warriors. When Firebug unearths an ancient tower rumored to hold great treasure, she once again charges in heedless of the dangers within.
And once again, Elbora must drop everything to protect her.
The only way out is forward. The only way to survive is to work together. -
GameDev Stories: Interviews About Game Development and Culture (Volume 1)
Press Start Press
Programmer. Artist. Musician. Designer. Producer. Editor. Collector. Video games comprise a multibillion-dollar industry thanks to the people who make and play them. From designers and producers to collectors, community managers, editors, and hardware manufacturers, each plays a role in maintaining and advancing the medium of interactive entertainment. Each has a story to tell. Collected from the author's archives, GameDev Stories: Interviews About Game Development and Culture gathers…
Programmer. Artist. Musician. Designer. Producer. Editor. Collector. Video games comprise a multibillion-dollar industry thanks to the people who make and play them. From designers and producers to collectors, community managers, editors, and hardware manufacturers, each plays a role in maintaining and advancing the medium of interactive entertainment. Each has a story to tell. Collected from the author's archives, GameDev Stories: Interviews About Game Development and Culture gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to our hobby.
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Break Out: How the Apple II Launched the PC Gaming Revolution
Schiffer Publishing
"David Craddock's deep dive into the origins behind some of the most important Apple II games will keep you riveted as you learn the wondrous stories of how these games came to be and how the industry started."--John Romero, co-founder of id Software, co-designer of Wolfenstein 3D, Doom, and Quake
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Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as…"David Craddock's deep dive into the origins behind some of the most important Apple II games will keep you riveted as you learn the wondrous stories of how these games came to be and how the industry started."--John Romero, co-founder of id Software, co-designer of Wolfenstein 3D, Doom, and Quake
**
Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. Long before video games became a multi-billion-dollar industry, a small group of hackers created the Apple II, a PC that contained less memory than the average size of a Microsoft Word document and turned heads by outputting graphics in color. Some users tapped its resources to design productivity software. Others devised some of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of Persia s trap-filled labyrinth, Break Out recounts the making of some of the Apple II s most iconic games, illustrates how they informed the games we play today, and tells the stories of the pioneers who made them. -
Once Upon a Point and Click: The Tale of King's Quest, Gabriel Knight, and the Queens of Adventure Gaming
Press Start Press
Once upon a time, video games did not tell stories. They were games of skill. Before that, they were experiments and military tests. As technology advanced, two women dreamed of making games that went beyond shooting down spaceships and setting high scores.
Once Upon a Point and Click charts the careers of Sierra designers Roberta Williams and Jane Jensen, from the origins of graphical adventures to the merger of computer games and Hollywood cinematography that paved a path for the…Once upon a time, video games did not tell stories. They were games of skill. Before that, they were experiments and military tests. As technology advanced, two women dreamed of making games that went beyond shooting down spaceships and setting high scores.
Once Upon a Point and Click charts the careers of Sierra designers Roberta Williams and Jane Jensen, from the origins of graphical adventures to the merger of computer games and Hollywood cinematography that paved a path for the interactive stories of today. -
Anything But Sports: The Making of FTL
Press Start Press
Justin Ma and Matt Davis had it all. They were young, gainfully employed by one of the world's most prolific video-game publishers, and lived in Shanghai, home to opulence and cutting-edge tech. When industry trends stifled their creativity, Ma and Davis broke away from the pack and invested every last hope, dream, and cent into creating games they wanted to play.
Based on interviews with the developers, Anything But Sports: The Making of FTL: Faster Than Light relates the oral history…Justin Ma and Matt Davis had it all. They were young, gainfully employed by one of the world's most prolific video-game publishers, and lived in Shanghai, home to opulence and cutting-edge tech. When industry trends stifled their creativity, Ma and Davis broke away from the pack and invested every last hope, dream, and cent into creating games they wanted to play.
Based on interviews with the developers, Anything But Sports: The Making of FTL: Faster Than Light relates the oral history of two developers working in the shadow of the big-budget videogame industry to create a unique experience that flies in the face of popular opinion and bottom lines. -
Red to Black: The Making of Rogue Legacy
Press Start Press
Indie game development is as much about the story behind the game as it is the game itself, and Red To Black is an engaging tale and another gem in Craddock's stellar series of game design narratives. It's full of controversy, conflict, family, and the iterative design of gameplay mechanics around player experience goals. You know, the building blocks of all classic drama. -Bryan J. Carr, PhD. Game Studies, University of Wisconsin Green Bay.
David really captures the struggle behind game…Indie game development is as much about the story behind the game as it is the game itself, and Red To Black is an engaging tale and another gem in Craddock's stellar series of game design narratives. It's full of controversy, conflict, family, and the iterative design of gameplay mechanics around player experience goals. You know, the building blocks of all classic drama. -Bryan J. Carr, PhD. Game Studies, University of Wisconsin Green Bay.
David really captures the struggle behind game development. His books are a must-read for any aspiring game developer looking for inspiration from those who have already traveled the path. -Bryan Henderson, cinematic designer for Ranger Gone Bad 3, Classic Doom 3, ZombieSlayer
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On June 27, 2013, Kenny and Teddy Lee were broke and jobless. After four years working together on smaller videogames—some written over the course of a week, others in a few hours—the two brothers had pooled their resources to create Rogue Legacy, a game exponentially larger in scope than any they had created before.
If Rogue Legacy failed, it would also be their last.
Seven days later and 100,000 sales later, they were back in the black. Their recipe for success: 18 months, countless arguments, a surprisingly popular game about holding one's bowels, and unwavering trust.
Based on interviews with the development team, From Red to Black: The Making of Rogue Legacy tells the story of two brothers who poured blood, sweat, tears, and exactly $14,878 into the game that would make or break their careers—and their bank accounts. -
Angels, Devils, and Boomsticks: The Making of Demons with Shotguns
Press Start Press
"I love David's engaging and insightful writing on the making of games. He has a deep knowledge of the gaming industry, and a riveting style that puts you right in the middle of the story, like you were a fly on the wall during development." --Scott Miller, founder of Apogee/3D Realms
"David has a great way of telling the story behind games. Anyone who loves games will dig these true tales of how games get made and the thoughts and travails of the people behind them." --Tom Hall…"I love David's engaging and insightful writing on the making of games. He has a deep knowledge of the gaming industry, and a riveting style that puts you right in the middle of the story, like you were a fly on the wall during development." --Scott Miller, founder of Apogee/3D Realms
"David has a great way of telling the story behind games. Anyone who loves games will dig these true tales of how games get made and the thoughts and travails of the people behind them." --Tom Hall, co-founder of id Software and designer of Commander Keen, Rise of the Triad: The Dark War, and Anachronox
As a kid, Nicholas DiMucci dreamed of growing up and creating the world's next mega-best-selling video game. As an adult, he's got the money for an education and the passion to make his dream come true. There's just one problem. He's deathly afraid of math.
Angels, Devils, and Boomsticks: The Making of Demons with Shotguns follows an aspiring designer as he conquers his fears and pursues his dream of releasing his first commercial video game. -
Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
Press Start Press
"Classic roguelike games may seem like yesterday's news, but they inspire game designers the world over to this day. Dungeon Hacks tells their story in compelling fashion and explains what they still have to teach us." —Warren Spector, director of Deus Ex and Disney's Epic Mickey
"Dungeon Hacks is great stuff, and we're lucky to have someone with such an eye for detail and the nuts and bolts of development to put it down on paper for us while there's still time." —Travis Baldree…"Classic roguelike games may seem like yesterday's news, but they inspire game designers the world over to this day. Dungeon Hacks tells their story in compelling fashion and explains what they still have to teach us." —Warren Spector, director of Deus Ex and Disney's Epic Mickey
"Dungeon Hacks is great stuff, and we're lucky to have someone with such an eye for detail and the nuts and bolts of development to put it down on paper for us while there's still time." —Travis Baldree, co-designer of Torchlight 1-2, lead designer of Fate -
One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge
Press Start Press
"One-Week Dungeons documents the frustrations and successes of the idealistic attempts to write a complete roguelike from scratch in 168 hours. Each developer's tale is deeply personal, satisfying, and thrilling, and the story of Joseph Bradshaw forms its unexpected human heart." --Andrew Doull, co-founder of Roguelike Radio, blogger at ASCII Dreams
Eleven game designers. Eight grand ideas. Seven days to will them into reality.
Every year, programmers around the world compete in…"One-Week Dungeons documents the frustrations and successes of the idealistic attempts to write a complete roguelike from scratch in 168 hours. Each developer's tale is deeply personal, satisfying, and thrilling, and the story of Joseph Bradshaw forms its unexpected human heart." --Andrew Doull, co-founder of Roguelike Radio, blogger at ASCII Dreams
Eleven game designers. Eight grand ideas. Seven days to will them into reality.
Every year, programmers around the world compete in the seven-day roguelike challenge, or 7DRL, a week-long game jam where participants endeavor to design and program a roguelike role-playing game. Their obstacles: day jobs, family responsibilities, sleep deprivation, and visionary concepts too big for 168 hours to contain.
Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires. -
Heritage - The First Book of the Gairden Chronicles
Tyche Books
Thrust upon a bloody trail of deception and corruption, Aidan is forced to make a desperate choice: lead Torel in a war he does not believe in, or be banished from his home and family forever.
***
"HERITAGE is a fast-moving fantasy about coming of age, and battling evil, and, yes, family heritage. Told with strength and humor, it shows the reader engaging characters in a rich setting, in a story that grips and then races along--and it all rings true. This is the beginning of the…Thrust upon a bloody trail of deception and corruption, Aidan is forced to make a desperate choice: lead Torel in a war he does not believe in, or be banished from his home and family forever.
***
"HERITAGE is a fast-moving fantasy about coming of age, and battling evil, and, yes, family heritage. Told with strength and humor, it shows the reader engaging characters in a rich setting, in a story that grips and then races along--and it all rings true. This is the beginning of the saga of Aidan Gairden, and it’s a winner."—Ed Greenwood, creator of The Forgotten Realms® and New York Times bestselling author of SPELLFIRE, THE HERALD, and many others.
“In HERITAGE, David L. Craddock deftly balances court intrigue and action to create an eminently readable epic fantasy that you will recommend to all your friends. Prepare to be a fan of this book—and this author.” —Philip Athans, best-selling author of ANNIHILATION and WRITING MONSTERS
Shortlist for Speculative Fiction Book of the Year (2014) - Book Publishers Association of Alberta -
"The Aggrieved" - Short Story
Hazardous Press - "Tales of the Black Arts" anthology
After witnessing his father kill his mother in a drunken frenzy, Viktor turns to black magic to enact his revenge.
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Stay Awhile and Listen: Book I
Digital Monument Press, LLC
* #1 Bestseller: Amazon "Video & Electronic Games" Category
Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Videogame Empire - Book I invites readers to discover the origin of the two Blizzards—Blizzard North, a studio built by gamers, for gamers, and Blizzard Entertainment, a convergence of designers driven to rule their industry. -
"Kylie's Angel" - Short Story
Static Movement
Nine-year-old Corey must choose between mustering the courage to face his alcoholic father's wrath, or succumbing to fear and allowing his twin sister to suffer at their father's hands.
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"Shara's Path" - Short Story
Tyche Books - Ride the Moon
"Shara's Path" follows Shara, a young Orbian female married off to a male she'd never met before her wedding, as per her people's law. As the story unfolds, Shara and her new husband decide to dig their feet in against fate and make their own choices--for better or for worse.
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"The Righteous" - Short Story
Static Movement
An urban fantasy, "The Righteous" follows a newly christened guardian angel who becomes frustrated with humanity and questions whether mortals are worth saving.
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"I Lived" - Short Story
Inhuman
The creator of all existence judges the soul of a particularly rascally mortal who believes he deserves to spend eternity in paradise despite a life of questionable choice.
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"The Master's Lesson" - Short Story
Thieves and Scoundrels
"'The Master's Lesson' is a daring twist on the popular wizard's apprentice trope, with entertaining results! David Craddock's entry into the genre is short and sweet, and couldn't have had a more picture-perfect ending."—Bruce R. Cordell, author of the Abolethic Sovereignty trilogy.
"A short, beautifully-told tale. The echoes of its punch will roll around your mind for a long time. I loved it."—Ed Greenwood, creator of the Forgotten Realms Dungeons & Dragons campaign setting. -
Renewable Energy Made Easy: Free Energy from Solar, Wind, Hydropower, and Other Alternative Energy Sources
Atlantic Publishing Company
* 2009 Green Book Festival Award Winner - Runner Up
* Amazon Review: "Author David Craddock presents a well-written, succinct overview of available alternative energy sources that could be utilized to offset the assorted damage and depletion of fossil fuels. Within this extremely informative and interesting text, assorted alternative energy sources are defined and the advantages and disadvantages of each are equally debated, and further discussion is given to the examination of the dangerous…* 2009 Green Book Festival Award Winner - Runner Up
* Amazon Review: "Author David Craddock presents a well-written, succinct overview of available alternative energy sources that could be utilized to offset the assorted damage and depletion of fossil fuels. Within this extremely informative and interesting text, assorted alternative energy sources are defined and the advantages and disadvantages of each are equally debated, and further discussion is given to the examination of the dangerous tolls taken collectively on the planet and its inhabitants by the continued severe overuse of fossil fuels." -
Making Fun: Stories of Game Development - Volume 1
Press Start Press
No longer a hobby just for geeks holed up in basements, video games are everywhere. From public parks swarming with families hunting for Pokémon to enthusiasts who live on the bleeding edge of PC hardware, millions of people play games every day.
A select few of those individuals are so inspired by their favorite games that they make the jump from player to creator, becoming architects of experiences that leave indelible marks on our lives and culture.
These are their…
No longer a hobby just for geeks holed up in basements, video games are everywhere. From public parks swarming with families hunting for Pokémon to enthusiasts who live on the bleeding edge of PC hardware, millions of people play games every day.
A select few of those individuals are so inspired by their favorite games that they make the jump from player to creator, becoming architects of experiences that leave indelible marks on our lives and culture.
These are their stories.
Weaving together extensive research and interviews, Making Fun: Stories of Game Development – Volume 1 chronicles narrative-style accounts about the making of video games and the people who make them — their goals, their struggles, and their triumphs.
Honors & Awards
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"Heritage": Shortlist for Speculative Fiction Book of the Year
Book Publishers Association of Alberta
Recommendations received
12 people have recommended David L.
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