Great article on Fast Co-Design that digs into the history of game technology, programming and Joyce Weisbecker's career as the "the first 'indie' video game programmer"
Much more at the link: https://www.fastcodesign.com/90147592/rediscovering-historys-lost-first-female-video-game-designer
Joyce Weisbecker's work—which I was alerted to by a fellow tech historian, Marty Goldberg—is so little known that back in 2011, I declared Carol Shaw, who worked at Atari beginning in 1978 and later designed Activision's classic game River Raid, to be "the first female professional video game designer." Though Shaw's work remains historically significant, it turns out that Joyce Weisbecker's work predates it by roughly two years.
And she accomplished it without ever being on staff at RCA. "I know there were no other women at RCA doing the programming," she says today. "A couple of guys did and they were employees. I think I was the only person outside the company that actually got paid to do a video game. So I was the first contractor . . . and possibly the first independent video game developer, because I came up with the idea and pitched it, and they said okay."
After development of FRED concluded in the basement, Joyce's father set up his machine in the back enclosed porch just off the dining room of the family's 1,300-square-foot house in Cherry Hill. Soon both Joyce and her younger sister, Jean, found themselves playing with it, encouraged by their father. And Joyce even began programming it.
"It was a natural interest," she recalls. "Dad showed my sister and me how to do it. My sister was more into taking horse-riding lessons. But I thought, 'This is like really cool puzzles. It's just that puzzle nature–it either gets you or it doesn't.'" It definitely got Joyce, who had been one of the few in her high school to learn how to use the school's programmable 100 step calculator.
In October of 1976, Joyce programmed two action games: Speedway and Tag. In Speedway, the player pilots a small car on an overhead racetrack verses a second human player. There was only one problem: The Studio II's extremely low graphical resolution of 64 by 32 pixels left very little room for detail.
"People who work with modern computers don't understand the restrictions," says Joyce. "The hard part was not fitting the code in 2K or running on a slow processor–there's plenty of things you can do with that. The problem was how do how could you display the state of the game on such a limited thing? You had the equivalent of two black-and-white 32-by-32 Windows icons, and that was your entire screen."
In 1977, still under contract with RCA, Joyce programmed three games–Slide, Sum Fun, and Sequence Shoot–for a commercial supplement to the VIP's included documentation called the RCA Cosmac VIP Game Manual. Just after that, her contract expired. When the time came to decide whether to keep pursuing game development, she decided to instead focus on school, picking stability over the uncertainty of forging ahead in the rapidly growing early home PC game market.
"You look around and you say, 'Okay, do I really want to live at home and spend every night duplicating cassettes, and going down to the post office and making photocopies of the instruction manual, and coming home and putting them in little plastic Ziploc bags and mailing them off to people?'" says Joyce. "That was the computer game industry at the time."
Much more at the link: https://www.fastcodesign.com/90147592/rediscovering-historys-lost-first-female-video-game-designer