Stardew Valley (5)

If there’s one point that continues to come up when it comes to working in the Game Industry it would have to be crunch. Recently, Rockstar Studios had a bad time in the press talking about the company working 100 hour weeks to get Red Dead Redemption 2 finished. The use of crunch is a polarizing topic depending on who you talk to, and presents a tough conversation.

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Clockwork Empires (11)

When people talk about issues impacting game designers, one of the most popular terms is the “imposter syndrome”: Where after completing a project, the person is unsure if they were really good enough to do it, or if it was just a matter of luck. For today, I want to touch on something that could be even more dangerous to someone wanting to make a career as an indie developer, or what I’m dubbing: The Fast Burn Syndrome.

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CallofDutyPolygon

By the time you read this, the craziness of the Black Friday/Cyber Monday sales will be over for the Game Industry. The sales this year were certainly a surprising bunch; especially for the AAA market. And while it was great from a consumer standpoint, I had a moment of abject terror thinking about what it means for getting into the game industry.

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Industry Insight Game Wisdom Promo

Today’s Industry Insight is on the Dangers of Going Big, or when a studio decides to go all in on an unproven concept. I talked about why there is such an allure of doing this, and the rewards and dangers of doing so.

Game genres feature wildly different skill sets and understanding, and you cannot translate what you know in one to others.

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