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  1. My Interview W/ Ken Silverman, Creator of the Build Engine Tweet. Ken silverman ...

  2. Ken Silverman (born November 1 1975) is a game programmer, best known for writing the Build engine used in Duke Nukem 3D, Shadow Warrior, Blood, and more than a dozen other games in the mid- to late-1990s. Once considered the primary rival of John Carmack, Ken started work on the Build engine sometime before his first semester at Brown University in 1993, under a contract with Apogee Software ...

  3. 19 de jun. de 2017 · Ken Silverman is one of the most talented computer programmers of his generation. He’s our US-based piano playing prodigy who, in the mid -1990s at the age of 18, developed BUILD, the graphics engine used in games including Duke Nukem 3D, Shadow Warrior and Blood and many more. These days he leads the development of the core software for the ...

  4. academia-lab.com › enciclopedia › ken-silvermanKen Silverman _ AcademiaLab

    Ken Silverman. Ken Silverman (nacido el 1 de noviembre de 1975) es un programador de juegos estadounidense, mejor conocido por escribir el motor Build. Fue utilizado sobre todo por Duke Nukem 3D, Shadow Warrior, Blood y más de una docena de otros juegos a mediados y finales del siglo XIX.

  5. Kenneth Eugene Silverman (February 5, 1936 – July 7, 2017) was an American biographer and educator. He won a Pulitzer Prize and a Bancroft Prize for his 1984 biography of Cotton Mather, The Life and Times of Cotton Mather. [1] Silverman, who specialized in Colonial American literature, was a professor of English at New York University until ...

  6. 21 de nov. de 2005 · I am Ken Silverman. I am known mostly for my work on the Build Engine, which powered games such as Duke Nukem 3D, Shadow Warrior, Blood, and Redneck Rampage. Before then, I wrote a little game called Ken's Labyrinth. The first game you distributed is a Tetris game called Kentris. You've put a little bit of everything into Kentris, playing with ...

  7. My first commercial game was Ken’s Labyrinth. It started as a technical challenge to myself to see if I could reproduce the engine from Wolfenstein 3D. Once I had it running well, I had my friend, Andy Cotter, make a few levels for it. He did some good stuff and it motivated me to continue to add features.