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From Homebrew Game Development to Becoming a Tech Tour de Force with Director, Product & Solutions Marketing at Acquia, Alan Botwright #7

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Manage episode 397229508 series 3524991
Content provided by HeadChannel. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by HeadChannel or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

As a budding teenager, Alan Botwright coded level design on the Commodore 64’s Judge Dredd game. Decades later, he’s carved out a career in software with huge global impact.

Alan’s story is packed with exciting anecdotes and unique insights alike - he joins us on Great Software People to share standout moments of innovation, his take on an AI-enabled future, and why ‘cool’ doesn’t always cut it.

This episode covers:

  • Alan’s start in the industry, and early experiments with the Commodore in particular
  • Writing hugely successful games software as a teenager
  • Standout moments of innovation
  • How many large organisations are lost in the sea of new technologies
  continue reading

19 episodes

Artwork
iconShare
 
Manage episode 397229508 series 3524991
Content provided by HeadChannel. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by HeadChannel or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

As a budding teenager, Alan Botwright coded level design on the Commodore 64’s Judge Dredd game. Decades later, he’s carved out a career in software with huge global impact.

Alan’s story is packed with exciting anecdotes and unique insights alike - he joins us on Great Software People to share standout moments of innovation, his take on an AI-enabled future, and why ‘cool’ doesn’t always cut it.

This episode covers:

  • Alan’s start in the industry, and early experiments with the Commodore in particular
  • Writing hugely successful games software as a teenager
  • Standout moments of innovation
  • How many large organisations are lost in the sea of new technologies
  continue reading

19 episodes

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