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	<title>Business - Articles</title>
	<link>http://www.gamedev.net/page/resources/_/business/</link>
	<pubDate>Fri, 17 May 2013 22:33:37 +0000</pubDate>
	<ttl>86400</ttl>
	<description>Business and general industry resources like interviews and event coverage</description>
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		<title>Making it in Indie Games: Starter Guide</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/making-it-in-indie-games-starter-guide-r3126</link>
		<description><![CDATA[<p>Every now and then someone will ask me for advice on making it as a professional indie game developer. First, it’s a huge honor to be asked that. So I want to say “Thank you!” Second… damn, if I really want to help out it’s a serious endeavor. Of course, I could always say <em>“Give it your best! Work hard! Be true to yourself!”</em> and it wouldn’t be a terrible reply… just not a terribly useful one, either.</p><br />
<p>So here it is. Here is what I’m going to link when that rare situation arises again, because it’s too much work to write it up more than once! This is advice that I feel may actually be practical to someone who is just starting out as an indie game developer. Hope it helps!</p><br />
<p><strong>INDIEPENDENT</strong></p><br />
<p>So yeah, what does being “indie” even mean? Is “indie” short for independent? Is this game “indie”? Is “indie” a genre? IT’S CONFUSING - WHY DO WE NEED THE WORD “INDIE” AT ALL.</p><br />
<p>To answer the last question, I offer the following scenarios. Scenario 1: a person is looking to make games, and perhaps start their own studio. They type “game development” into a search engine. The results, to say the least, are underwhelming. Dry. Academic. Programming-centric. (Try it yourself and see.)</p><br />
<p>Scenario 2: the person instead types “indie games” into a search engine. Instead of pages upon pages of conferences, bachelor’s degrees, and programming tools, that person is met instead with pages upon pages of games to play and vibrant communities filled with people who are doing exactly what he or she wants to be doing. Some of them went to school, but many did not. A wealth of different ideas and tools are used. There are even documentaries about making games! It’s not just something where you get a degree and wait in line for a job. You can start making games RIGHT NOW.</p><br />
<p>The word “indie” is more than just a way to describe a type of developmental process… like any label, it actually provides an avenue for people to explore that process and then flourish within it. It has a real purpose. It serves real lessons on game creation and entrepreneurialism. It offers real motivation!</p><br />
<p>Of course, it can be irritating to see the term misused, or become a vehicle for pretentiousness and arrogance. Like any label, “indie” also breeds a certain amount dogmatism, croneyism, and other -isms. But the net result is really worth something. As someone who once gave up on professional game-making because I thought it meant a 9-to-5, I can tell you that it’s genuinely valuable.</p><br />
<p>As for what games are “truly” indie, we’ll never fully agree, and that’s probably for the best. But I can tell you the criteria I’ve devised for <a href='http://www.tigsource.com/' class='bbc_url' title='External link' rel='nofollow external'>The Independent Gaming Source</a> to determine whether a game is fit for coverage:</p><br />
<p><strong>1.</strong> “Independent”, as in no publisher.</p><br />
<p><strong>2.</strong> Small studio (roughly 20 members or less).</p><br />
<p>I choose that definition because it’s the most useful one. Someone who is looking to become an “indie” game developer is interested in what is possible under those constraints and how those types of studios operate. It excludes companies like Valve and Double Fine, which are certainly independent but too large to be “indie”. It also excludes “feels indie”-type games that are not self-published.</p><br />
<p>Under that definition you still run into gray areas, but hey, just because we don’t know when “red” turns into “purple” doesn’t mean the words aren’t useful. Just think about someone who wants to make a game with a small team and self-publish it… what should they type into Google for inspiration, advice, community, etc.? “Indie” is still as good a word as any, in my opinion.</p><br />
<p><strong>So, should I go to school to learn how to make games?</strong></p><br />
<p>The most important thing to know about video game development and schooling is that no one, whether it’s an indie studio or big company, cares about degrees. How could it, when some of its most prominent members are drop-outs or never-beens? John Carmack, Cliff Bleszinski, Jonathan Blow, and Team Meat are all prominent members of this club.</p><br />
<p>A degree is a piece of paper that says you can do something in theory - game developers want to know that you have enough passion to do real work, regardless of whether you’re being graded on it. And if you’re thinking of going indie, it won’t matter what other people think - you’ll simply need that passion to succeed or else you won’t. You’re the only one holding the door open in that case.</p><br />
<p>This isn’t to dissuade you from going to college, per se (I studied computer science in college, and while it was far from a perfect experience, I also gained a lot from both the curriculum and the friends I made there). The point is <em>make something</em> - games, mods, art, and music. If school helps you with that, great. If it doesn’t, then you need to rethink how you’re spending your most valuable resources: time and money (both of which can be exorbitant costs for schooling).</p><br />
<p><strong>If I go to school, what should I study?</strong></p><br />
<p>At a <em>regular university</em>, I would suggest majoring in computer science, even if you “just want to be a designer”. The design of games is very much tied to how they are made.</p><br />
<p>At an <em>art school</em>, illustration, concept art, and 3d modeling courses are probably the most useful for games.</p><br />
<p>At a <em>game school</em>, they will hopefully try to involve you in all aspects of game creation, from programming to design. I would stay far away from design-only schools or curricula - those are either scams or are better suited to academia than actual game-making. Also, it’s worth finding out whether or not the school owns what you make while you’re a student there.</p><br />
<p><em>See also: <a href='http://the-witness.net/news/2011/06/how-to-program-independent-games/' class='bbc_url' title='External link' rel='nofollow external'>Jonathan Blow - How to Program Independent Games</a> (read the comments as well as watch the video)</em></p><br />
<p><strong>Okay, you say make something. How do I start?</strong></p><br />
<p>My best advice for those starting out is not to get ahead of themselves. It’s easy to start worrying about tools, teams, platforms, deals, marketing, awards, and whatever else before you’ve even gotten a sprite moving around the screen. Those stars in your eyes will blind you. They’ll freeze you up. You need to be actively making games all the time.</p><br />
<p>If we were talking about painting, I’d tell you to pick up a painting kit and a sketchpad at your local art store ASAP and just have at it. You’d proceed to put absolute crap down on the pad and get frustrated. But it’d also be kind of fun - so you’d keep doing it. Along the way you’d read some theory and study other people’s work. With good taste and under a critical eye, you would keep doing that until the day you painted something good.</p><br />
<p>We’re talking about games, though. I recommend <a href='http://www.yoyogames.com/gamemaker/windows' class='bbc_url' title='External link' rel='nofollow external'>Game Maker</a> and <a href='http://unity3d.com/' class='bbc_url' title='External link' rel='nofollow external'>Unity</a> as two all-purpose game-making suites. They both have a good balance of power versus ease-of-use; they’re both affordable or have free demos, and they both have a wealth of tutorials and plug-ins online. Both are used by professional developers (Unity in particular). Grab one of those and start running through the tutorials. When you run into trouble, ask for help. Give help back when you begin figuring things out. Get active in a game-making community.</p><br />
<p>But above all else, keep making games. It’s the only way to truly answer all of those questions in your head right now.</p><br />
<p>Also, watch this:</p><br />
<p><iframe src="http://player.vimeo.com/video/24715531" class="EmbeddedVideo" width="400" height="250" frameborder="0"></iframe></p><br />
<p><strong>LASTLY, MY TOP 10 TIPS</strong></p><br />
<p><strong>1. <a href='http://makegames.tumblr.com/post/1136623767/finishing-a-game' class='bbc_url' title='External link' rel='nofollow external'>Finish your games</a>.</strong></p><br />
<p><strong>2. Don’t skimp on artwork.</strong> It’s easy to underestimate the importance of artwork to a game. And even if you don’t, it’s easy to underestimate the importance of having a <em>unique style</em> of artwork. The result is that there are many ugly or generic-looking (i.e. “clip-arty”) games failing to capture people’s attention.</p><br />
<p>If you have no artistic talent, go for style and coherency as many successful indie developers do. And even ugly is probably better than generic, all told. Remember: this is most people’s first impression of your game.</p><br />
<p><strong>3. Don’t blame marketing (too much).</strong> In the indie community it’s become popular to write “how I failed” articles where the screenshots and comments tell the story of an ugly, boring game and yet the article itself tells the story of bad marketing decisions. Let’s face it, no one wants to admit that they lacked any amount of creativity, vision, or talent. It’s much easier to put the blame on release dates, trailers, websites, and whatever else.</p><br />
<p>This is the internet, though. A good game will make its way out there. Marketing will certainly help, and hype may get you quite far in the short term, but it’s not going to make or break you - it’s only a multiplier of however good your game is. Saying otherwise is only hurting your ability to self-criticize and therefore improve your craft. It’s also encouraging others to do the same.</p><br />
<p><strong>4. Indie is not a genre or aesthetic.</strong> Make the game you want to make, not what you think an indie game “should be”. Recently, the very small and very independent team behind <a href='http://www.grimrock.net/' class='bbc_url' title='External link' rel='nofollow external'>The Legend of Grimrock</a> announced that their very traditional first-person dungeon crawler sold over 600,000 copies. Don’t feel pressured to be dishonest about what you’d like to do - after all, what is independence if not freedom from such pressures?</p><br />
<p><strong>5. Build yourself a working environment that’s healthy for you.</strong> Are you introverted and lose energy around other people or are you extroverted and gain energy that way? Or something in-between? What do you want your average working day to be like?</p><br />
<p><span>You’ll want to focus all of the energy available to you toward creating, and it’s amazing how much of it can be lost to seemingly mundane things. </span>Figuring out your physical working space as well as your personal support system is a key part of the solution to this problem, and its vitally important to you as an independent creator.</p><br />
<p><strong>6. Stay independent!</strong> To be sure, going indie can be daunting. There is always going to be the temptation of selling yourself or your ideas to someone else for a bit of a feeling of security. But honestly, once you go down that road it’s hard to come back - every moment you’re simply securing may not be a moment you’re progressing. <span>I’m not recommending recklessness, but it’s important to stay committed and focused on the task at hand. Life is short.</span></p><br />
<p>Also, don’t give up your IP or in any way limit your opportunities long term. Keep exclusivity timed. When Aquaria released we weren’t aware of Steam. The Humble Bundle did not yet exist. iPad did not exist. Being on all of those platforms has been great for us. You need to keep your hands untied to take advantage of what future will bring.</p><br />
<p><strong>7. Create your own luck.</strong> As an artist, I owe a lot to the people around me - my family, friends, peers, and idols. I accept that a lot of my success was simply the luck of being born with these people in my life.</p><br />
<p>But it’s important to realize that you create many of your own opportunities, too. For example, I met Alec (my friend and Aquaria co-creator) because he offered to help work on I’m O.K. I’m O.K. was a game started on the Pix Fu forums. The Pix Fu forums were part of my personal website and its members were friends of mine I’d made much earlier during my Blackeye Software/Klik n’ Play days.</p><br />
<p>You could trace a similar path from the XBLA version of Spelunky to the original PC version and the TIGSource forums.</p><br />
<p>The point is - put yourself out there. Make things (I can’t stress that enough!). You never know when serendipity will strike, but when it does it will likely be related to situations in your past when you chose to actively engage someone or some idea.</p><br />
<p><strong>8. Avoid “business as war”.</strong> As a professional you’ll need to do business and make business-related decisions at least occasionally, and as a creative type you might not be that interested in that stuff. Hell, you might even be downright scared of it.</p><br />
<p>Well, I’m here to tell you that you don’t have to be Gordon Gekko to make it as an indie. And please, don’t try to be. In fact, avoid the Gordon Gekkos. Avoid the people who try to confuse you. Avoid the ones who try and nitpick. Avoid the ones who try and rush you.</p><br />
<p>If you have a great game, there is no distributor you will absolutely have to work with, platform you have to be on, or person you will have to team up with. Always be willing to walk away from a bad deal, especially if it’s to maintain your independence as a creator. In turn, be a direct and generous person yourself.</p><br />
<p>People get defensive when they’re scared. Don’t sit at the table with someone like that or as someone like that and doing business should be fairly pleasant! This isn’t Wall Street!</p><br />
<p><strong>9. No gimmicks.</strong> Simply put, focus on making a good game - a deep, interesting, unique game - rather than devising cheap tricks to grab people’s attention. Whether we’re talking about clever-sounding-but-ultimately-shallow game systems or off-the-wall marketing ideas, a gimmick is a gimmick. And you should stay away from them because they’re short-term, high-risk solutions that ultimately cheapen you as an artist, perhaps literally as well as metaphorically.</p><br />
<p>Certainly, one should take risks in game design as well as in life. My point is that they should be honest, worthwhile ones - those tend to be less risky in the long run.</p><br />
<p><strong>10. You are your game - understand and develop yourself.</strong> As an indie game developer your game will likely be more “you” than a game made by hundreds or thousands of people. You have to understand yourself quite well in order to make a truly successful game. Fortunately, the unraveling of what makes you “you” - your taste, what you care about, your abilities - is one of the great pleasures in life and goes hand in hand with your goal of being an independent creator. Treasure it!</p><br />
<br />
<i>Reprinted with permission from <a href='http://mossmouth.tumblr.com/post/44189340838/making-it-in-indie-games-starter-guide' class='bbc_url' title='External link' rel='nofollow external'>Derek's blog</a></i>]]></description>
		<pubDate>Fri, 10 May 2013 11:45:52 +0000</pubDate>
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	<item>
		<title>4gency’s First Year Pt. 1: A Look at Armored Drive</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/4gency%e2%80%99s-first-year-pt-1-a-look-at-armored-drive-r3120</link>
		<description><![CDATA[<i>This is Part One of a series of posts about 4gency’s first year in operation, including data on monetization, app marketing campaigns, and user acquisition. If you’re interested in learning more, contact <a href='mailto:charles@4gency.com' class='bbc_url' title='External link' rel='nofollow external'>charles@4gency.com</a>.</i><br />
<br />
It’s been a heck of a first year in operation. With two games, four platforms, three monetization models, over 60,000 users and almost a quarter-million gaming sessions logged, we’re glad to still be in one piece. Seriously, it’s tough out there.<br />
<br />
We’ve got two games to talk about – let’s start with the second one first; with only one platform and form factor (iPhone), it’s a simpler study. Buckle up, and we’ll dig into the whole story.<br />
<br />
<h2>Introducing Armored Drive</h2><ul class='bbc'><li>Originally developed for <a href='http://www.windowsphone.com/en-us/store/app/armored-drive/25b3f54c-8483-e011-986b-78e7d1fa76f8' class='bbc_url' title='External link' rel='nofollow external'>Windows Phone</a> by <a href='http://www.occasionalgamer.com/' class='bbc_url' title='External link' rel='nofollow external'>Elbert Perez</a>, a developer with 2M+ game downloads on Windows Phone</li><li>Ported to iPhone by Nick Gravelyn and Elbert Perez, published by 4gency</li><li>Built with an in-app purchase (IAP) model, in-app advertising included later</li><li>Launched worldwide on iPhone around Thanksgiving 2012</li></ul><a href='http://www.armoreddrivegame.com/' class='bbc_url' title='External link' rel='nofollow external'>Armored Drive</a> is a spy-car themed endless racer. Players use tilt controls on their phone to move their car left and right on the road, and touch controls to deploy weapons and gadgets to knock out other cars and get rewards. Distance and combat prowess reward the player with coins, an in-game currency, used to purchase more ammunition, gadgets, car upgrades and more.<br />
<br />
Elbert Perez, who developed the <a href='http://www.windowsphone.com/en-us/store/app/armored-drive/25b3f54c-8483-e011-986b-78e7d1fa76f8' class='bbc_url' title='External link' rel='nofollow external'>original Windows Phone game</a> using a free-with-ads model, gave 4gency the opportunity to take the game to iPhone, going to not only a new platform, but a new revenue model as we implemented in-app purchases (IAP) in hopes of more deeply monetizing the game.<br />
<br />
<h2>Design Considerations</h2><br />
We felt Armored Drive was a good candidate for IAP. An endless racer with similar traits to Jetpack Joyride, Armored Drive had upgrades to weapons, gadgets, and car appearance that would attract a variety of players. A system of ranks and challenges brought players back in and encouraged repeat plays and investment in buying more ammo and upgrades.<br />
<br />
We felt that we could implement IAP in a reasonable, non-annoying way by using real currency only as a way to more quickly attain in-game currency. By playing the game, a player could get kills, distance, and rank up for good coin rewards without having to ever buy the consumable IAP coin packs or durable IAP “coin doubler” we offered in the real-money marketplace.<br />
<p style='text-align:center'><br />
&nbsp;&nbsp;&nbsp;&nbsp;<a class='resized_img' rel='lightbox[471ba654ad52574ff4187189d6872685]' id='ipb-attach-url-15597-0-09925500-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=15597" title="photo-1.png - Size: 229.38K, Downloads: 38"><img src="http://uploads.gamedev.net/monthly_05_2013/ccs-210127-0-11810700-1367981937_thumb.png" id='ipb-attach-img-15597-0-09925500-1368830017' style='width:361;height:640' class='attach' width="361" height="640" alt="Attached Image: photo-1.png" /></a><br />
</p><br />
There was no “end” to the game, per se – iOS leaderboards were set up to sort on maximum distance in a single run, so an expression of superiority was not simply an aggregate number of times played, but rather how effectively a player could use their tools and skills in a single effort.<br />
<br />
Designs for “in-session” drops of additional gear were considered, as a way of extending run length per session, but had to be shelved for lack of time.<br />
<br />
<h2>Pricing Considerations</h2><br />
Initial designs had Armored Drive being free from Day 1. However, a Monte Carlo-style simulation run between an IAP-only and a paid-with-IAP pricing model showed paid as the probabilistic winner in a higher percentage of scenarios. I used a modified Hubbard Research model, as described in the book “How to Measure Anything” and available in Excel form on the <a href='http://www.hubbardresearch.com/htma-downloads/' class='bbc_url' title='External link' rel='nofollow external'>Hubbard Research site</a>.<br />
<p style='text-align:center'><br />
	<a class='resized_img' rel='lightbox[471ba654ad52574ff4187189d6872685]' id='ipb-attach-url-15598-0-09938100-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=15598" title="ArmoredDrive_RevenueModels_Vert.png - Size: 127.87K, Downloads: 62"><img src="http://uploads.gamedev.net/monthly_05_2013/ccs-210127-0-26979700-1367982056_thumb.png" id='ipb-attach-img-15598-0-09938100-1368830017' style='width:480;height:554' class='attach' width="480" height="554" alt="Attached Image: ArmoredDrive_RevenueModels_Vert.png" /></a><br />
</p><br />
And – though we didn’t know it at the time – going paid first meant we could deploy a free promotion later to take advantage of the <a href='http://en.wikipedia.org/wiki/Anchoring' class='bbc_url' title='External link' rel='nofollow external'>anchoring effect</a>, an event that we later found drove over 15,000 users to our game virally, thanks to the network of twitterbots scouring the App Store.<br />
<br />
In the end, the prediction made by the Monte Carlo simulation turned out to be right, if overoptimistic about the number of users that would find and convert on our game.<br />
<br />
<i>To this day, the amount of money made on $0.99 paid copies of the game outweighs the amount of money made on IAP.</i><br />
<br />
<h2>How We Did</h2><br />
We staged our release through a free, quiet pre-release period in Canada, Russia, and China to try out the IAP and determine depth of spend. In the test environment, we ended up with 400 downloads and $1 in revenue, so roughly one-quarter of a cent DARPU.<br />
<br />
It was discouraging at best. Regardless of how many downloads we got, the percentage of conversions was so low we’d be assured almost no return. It was at that point that we ratified going with the paid model. It wouldn’t be for several months until we saw the Big Data trend that showed us why we had very little chance of monetizing our game.<br />
<br />
In the end, Armored Drive went through four versions, bounced between free and paid four times, and acquired about 20,000 total users. As this was a bootstrapped effort, we had no major marketing partners and worked through our own media channels to try to drive exposure and engagement in the game.<br />
<br />
<i>Total revenues equaled about $560 over 20,000 total users, or roughly three cents DARPU.</i><br />
<p style='text-align:center'><br />
	<a class='resized_img' rel='lightbox[471ba654ad52574ff4187189d6872685]' id='ipb-attach-url-15599-0-09951500-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=15599" title="ArmoredDrive_PostMortem_OverallPerformance.png - Size: 155.84K, Downloads: 68"><img src="http://uploads.gamedev.net/monthly_05_2013/ccs-210127-0-77829200-1367982131_thumb.png" id='ipb-attach-img-15599-0-09951500-1368830017' style='width:480;height:467' class='attach' width="480" height="467" alt="Attached Image: ArmoredDrive_PostMortem_OverallPerformance.png" /></a><br />
</p><br />
<h2>What Worked, What Didn’t</h2><br />
Armored Drive was heavily instrumented to send back metrics ; we got a good idea of how we were stacking up in a variety of ways:<br />
<ul class='bbc'><li>Good <strong>engagement</strong> – 180 seconds per session, 2.8 sessions a month, above Action games average</li><li>Bad <strong>acquisition</strong> - less than 10% used viral “recruit” feature, less than 1% crossover with 4gency’s other game</li><li>Bad <strong>monetization</strong> - DARPU $0.03, IAP &lt; 20% of all revenue earned on the game including ads and paid downloads</li></ul>The following campaigns chart outlines how each move made to the monetization and acquisition strategy landed with our user base. Important questions are marked in red – these are the numbers that surprised or frightened us.<br />
<p style='text-align:center'><br />
	<a class='resized_img' rel='lightbox[471ba654ad52574ff4187189d6872685]' id='ipb-attach-url-15600-0-09963600-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=15600" title="Screen-Shot-2013-05-05-at-9.47.01-PM.png - Size: 203.53K, Downloads: 68"><img src="http://uploads.gamedev.net/monthly_05_2013/ccs-210127-0-03362200-1367982193_thumb.png" id='ipb-attach-img-15600-0-09963600-1368830017' style='width:480;height:96' class='attach' width="480" height="96" alt="Attached Image: Screen-Shot-2013-05-05-at-9.47.01-PM.png" /></a><br />
</p><br />
What we learned:<br />
<ul class='bbc'><li><strong>Paid and free users are different creatures:</strong> while many paid users monetized, almost no free users paid for any IAP in the initial free weekend in December 2012. At our DARPU, to even get the same amount of IAP revenue from free users that we got from paid/ads, we’d need to get 70x more, or close to 700,000 users.</li><li><strong>Finding whales is hard:</strong> Tied to the item above, assuming <a href='http://blog.flurry.com/bid/67748/Consumers-Spend-Average-of-14-per-Transaction-in-iOS-and-Android-Freemium-Games' class='bbc_url' title='External link' rel='nofollow external'>average IAP spend is $14 as Flurry suggests</a>, that’s less than 7 IAP buyers (and probably 3 of them are “whales” &gt; $10 spend). This suggests we missed the deepest, most spend-eager market. Our ability to pivot our metrics on just the big spenders got hobbled by a wave of false events thanks to IAP hackers (see below).</li><li><strong>Getting free users can happen almost automatically:</strong> users in the low-thousands will respond to a price-drop to free without any additional marketing – Twitter bots will pick up the change and drive traffic virally.</li><li><strong>Ads can work well, but they need to be heavily targeted:</strong> in January, we went to ad support – targeted ads (via PlayHaven) drove 13x the revenue of non-targeted ads, and made close to the amount we made with paid downloads in just a few months.</li><li><strong>You’ll get hacked:</strong> Just 24 hours after releasing, our metrics sent back hundreds of false “purchase completed” events for our most expensive items. 5,000 of these events were reported over several months, while only 60 legit purchases were ever made. About 50% of this traffic came from China, where 50% of our game’s total userbase was located.</li><li><strong>Aquisition means nothing without monetization:</strong> we investigated several acquisition mechanisms, such as FreeAppADay and Flurry and PlayHaven acquisition departments – in general, user acquisition for mobile is between $2.00 and $2.50 per person – absolutely out of the question unless DARPU can rise above those levels. At our $0.03 DARPU this would be an almost suicidal waste of money.</li></ul><h2>So, What Happened?</h2><br />
Our minds were full with the most critical question: why was monetization so low? It was only a few months ago that a potential answer came up, from <a href='http://apsalar.com/blog/2013/02/top-mobile-game-categories-by-in-app-purchase-engagement/' class='bbc_url' title='External link' rel='nofollow external'>Apsalar</a>: while games of the “Arcade” genre have high engagement (as we did), they have disastrously low monetization. Many will come, few will pay:<br />
<p style='text-align:center'><br />
&nbsp;&nbsp;&nbsp;&nbsp;<a class='resized_img' rel='lightbox[471ba654ad52574ff4187189d6872685]' id='ipb-attach-url-15601-0-09976200-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=15601" title="Screen-Shot-2013-05-05-at-10.19.02-PM.png - Size: 76.92K, Downloads: 51"><img src="http://uploads.gamedev.net/monthly_05_2013/ccs-210127-0-99020400-1367982338_thumb.png" id='ipb-attach-img-15601-0-09976200-1368830017' style='width:480;height:331' class='attach' width="480" height="331" alt="Attached Image: Screen-Shot-2013-05-05-at-10.19.02-PM.png" /></a><br />
&nbsp;&nbsp;&nbsp;&nbsp;<i><a href='http://apsalar.com/blog/2013/02/top-mobile-game-categories-by-in-app-purchase-engagement/' class='bbc_url' title='External link' rel='nofollow external'>Image Source</a></i><br />
</p><br />
In the end, Armored Drive on iOS had a number of issues that kept it from overarching success, and stand as lessons we’ll use to better target and execute our next titles:<br />
<ul class='bbc'><li><strong>Understand the micro-market:</strong> we chased the “iOS gamer”, when we really needed to be chasing the “iOS action-arcade gamer”. This more specific market has different spending limits, hooks, and likes/dislikes from the aggregate market, and we should ensure we target it directly.</li><li><strong>Be vocal, early:</strong> Acquisition was not something we paid for. If we wanted to get big and dig into the paying markets, we needed exposure, and that means being known. In the end, our groundswell contacts gave us very little – only two articles were ever published about Armored Drive. We needed to court media earlier, more aggressively, and with dedicated partners to help us.</li><li><strong>Believe the test market:</strong> In the end, the test marketing effort found the problem with IAP, and we moved forward with the launch. We may not have been able to predict the genre-wide issue with IAP that all action-arcade titles had, but we might have taken the data to heart and constructed a Plan B for our game.</li></ul><h2>Conclusion</h2><br />
Over 125,000 sessions of Armored Drive have been played worldwide; roughly 6,000 hours of gameplay. We are proud to have brought the game onto a new platform, to a new group of players. While the game’s success suffered the familiar problems of discoverability and the less-known issue of genre-specific monetization, it is gratifying to know the game is out there for players to enjoy.<br />
<br />
Charles Cox<br />
Founder/CEO, <a href='http://4gency.com/' class='bbc_url' title='External link' rel='nofollow external'>4gency</a><br />
<br />
<i>If you’re interested in learning more about our experiences with Armored Drive, contact <a href='mailto:charles@4gency.com' class='bbc_url' title='External link' rel='nofollow external'>charles@4gency.com</a>. You can also download the <a href='https://itunes.apple.com/app/armored-drive/id523034328?ls=1&mt=8' class='bbc_url' title='External link' rel='nofollow external'>iOS version</a> or the <a href='http://www.windowsphone.com/en-us/store/app/armored-drive/25b3f54c-8483-e011-986b-78e7d1fa76f8' class='bbc_url' title='External link' rel='nofollow external'>original Windows Phone version</a> of the game.</i>]]></description>
		<pubDate>Wed, 08 May 2013 03:10:33 +0000</pubDate>
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		<title>Notes on GameDev: Blaine Christine</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/notes-on-gamedev-blaine-christine-r3110</link>
		<description><![CDATA[<strong>Originally published on NotesonGameDev.net<br />
September 15, 2008</strong><br />
<br />
Although we specialize in game art and design, we couldn't pass up the opportunity to talk with Blaine Christine, Producer at BioWare Austin. Sadly we didn't get any good juicy bits about the mysterious unannounced forthcoming MMO (are you thinking what I'm thinking?) but we did get ourselves a case of BioWare job envy. Blaine's is a classic story from QA to Producer.<br />
 <br />
<strong>Hey Blaine! Thanks for your time. Before being a Producer at BioWare Austin, of course you had to work your way there. How did you first get into game industry and how did you build up credentials to be a Producer?</strong><br />
<br />
I began my career in the game industry at Activision in April 2000.&nbsp;&nbsp;I moved to LA to attempt a career as an actor and I was looking for a mildly enjoyable temp job that would still allow me to go to auditions, look for an agent, etc.&nbsp;&nbsp;I was always an avid gamer (read – nerd) and as I was thumbing through a copy of Computer Gaming World, I realized that there were a ton of game companies in the Los Angeles area.&nbsp;&nbsp;I put in applications for Quality Assurance at Blizzard and Activision.&nbsp;&nbsp;I never managed to get an interview at Blizzard, but I was brought into Activision QA for an interview within a couple of weeks and was offered a job as a Temp Tester.&nbsp;&nbsp;On my first day, we spent the morning in training (how to identify and write up bugs) and then I was placed on the QA Team for X-Men: Mutant Academy.&nbsp;&nbsp;After a couple of months I was promoted to Lead Tester and was hired on in a permanent position.&nbsp;&nbsp;My first major project as a QA Lead was Lion King for the PlayStation.&nbsp;&nbsp;This project was in QA for over nine months (and only took 3 hours to complete – “playing games for a living” in QA actually is WORK, folks) during which time I got to know the Producer very well.&nbsp;&nbsp;Thanks to this grueling task, I was promoted into the Production department after almost exactly one year at Activision.<br />
<br />
As a Production Coordinator, I was essentially an assistant to the Producer I worked for.&nbsp;&nbsp;Over the course of the next two years I worked on a variety of handheld games on Nintendo GameBoy and GameBoy Color.&nbsp;&nbsp;Looking back at this early point in my career, I feel very fortunate that I was able to work on small-scale games.&nbsp;&nbsp;At the time, it seemed like a drag because it was always more fun to work on the “big” titles, but in reality I learned the full Production cycle on a game by repeating it every 6-9 months on small titles and working on more than one game at a time.&nbsp;&nbsp;Unless you are working on cell phone games, it would be hard to have a similar experience entering the industry now since these days even handheld games tend to have teams and budgets as big as PlayStation titles did eight years ago.<br />
<br />
The entire time I was cutting my teeth on the handheld titles, we had a little project brewing with Raven in Madison, WI.&nbsp;&nbsp;The Producer and I would fly out every couple of months to check on the progress of X-Men Legends.&nbsp;&nbsp;We would periodically review documentation, receive builds and have meetings where I was privy to the workings of a big project from inception to completion.&nbsp;&nbsp;After two years in Production and an upgrade to Associate Producer, the Producer I was working for was pulled off to work on another game that needed help.&nbsp;&nbsp;Since I had been working with the team at Raven for a couple of years and had several games under my belt, management gave me the opportunity to act as Producer and finish the game on my own.&nbsp;&nbsp;It didn’t hurt that the team at Raven actually liked working with me as well.&nbsp;&nbsp;This was a big break for me.&nbsp;&nbsp;I got to hire my own Production team and represent the game both internally and externally.&nbsp;&nbsp;X-Men Legends came out in Fall 2005 and we were already in pre-Production on X-Men Legends 2 when I left Activision to move somewhere I could afford to buy a house.<br />
<br />
<strong>What a ride in promotions! What was your journey from Activision to BioWare?</strong><br />
<br />
After Activision, I moved to Salt Lake City with a couple of leads on jobs, but no offers.&nbsp;&nbsp;Todd Sheridan of GlyphX games hired me on to head up internal QA on Advent Rising and with the promise of becoming a Producer on whatever they worked on after Advent shipped.&nbsp;&nbsp;This was my first time working on the Development side instead the Publishing side of the industry, so I wasn’t sure how my experience would translate.&nbsp;&nbsp;Fortunately, I found that the skills I acquired at Activision were a huge help and I was able to play a big role in getting Advent Rising finished by stepping into an internal Producer role in the last few months of development.&nbsp;&nbsp;My experience on the Publishing side of things gave me a unique insight into what the publisher (Majesco) needed and I was able to help both parties determine the best way to get the game finished before time and money ran out completely.&nbsp;&nbsp;Unfortunately, there would be no game for GlyphX after Advent Rising so I had to go on the hunt for a new gig.<br />
<br />
Luckily, a friend from Activision had moved to Austin, TX to work for Aspyr Media and was able to bring me on as they expanded beyond the Mac gaming market and into North American publishing of games from Jowood (Spellforce 2, Gothic 3) and FunCom (Dreamfall).&nbsp;&nbsp;This proved to be a great move for me all around.&nbsp;&nbsp;I fell in love with Austin, TX and got to travel to Europe several times to visit with developers in Germany and Norway.&nbsp;&nbsp;After a year at Aspyr, I was promoted to Executive Producer and ran the Production department until I left for BioWare.&nbsp;&nbsp;Leaving Aspyr was difficult, but when I saw an ad pop up in Gamasutra for a Producer at the BioWare’s Austin studio, I knew I had to throw my hat in the proverbial ring.&nbsp;&nbsp;As a big fan of RPGs in general and BioWare games in particular, it was an opportunity I simply could not ignore.<br />
<br />
<strong>Yeah, I hear BioWare is the place for anyone with a passion for RPGs and getting to geek out with co-workers. What do you feel is unique about working at BioWare? In other words, what's the company culture and work environment like and is this a unique experience?</strong><br />
<br />
Working at BioWare is definitely unlike working any place I’ve been before.&nbsp;&nbsp;Within a week of starting at the Austin studio, I felt like I had joined an all star team.&nbsp;&nbsp;It’s like the Olympic basketball team – everyone has years of experience and has worked on amazing games – we can all be stars in a smaller venue, but when you bring everyone together for one game, the energy is incredible.&nbsp;&nbsp;There are definitely days that I feel like a small fish in the big pond, but it’s amazing to be in meetings with so many industry veterans.&nbsp;&nbsp;Our Creative Director, James Ohlen, has been with BioWare for over 11 years and was the Design Lead on Baldur’s Gate, so every meeting is like a mini-tutorial on how to do great game design.&nbsp;&nbsp;Every day I learn more about the industry from my peers, which is fantastic.&nbsp;&nbsp;I’m also learning the MMO space, which is not an area I was exposed to prior to BioWare.<br />
<br />
Beyond our game and studio, Ray and Greg (the founders of BioWare) make a huge effort to make us feel like part of the larger BioWare organization.&nbsp;&nbsp;They regularly attend meetings in Austin and still preside over new employee orientation meetings in person.&nbsp;&nbsp;The culture is very much driven towards quality, creativity, and humility.&nbsp;&nbsp;BioWare has a very high regard for the fans that they’ve cultivated over many years, so there is a strong expectation that every game must hit the same level of quality as its predecessors to honor the people that buy our games and ultimately make us successful.<br />
<br />
<strong>No doubt, I've seen the excitement from the community at the online forums, although that dates back to the work from BioWare Edmonton. Since you're at the Austin studio, do you have much communication with the Edmonton studio? Is the Edmonton studio thought of as the mother branch?</strong><br />
<br />
Yes, there is regular communication with the Edmonton studio and even sharing of resources when and where appropriate.&nbsp;&nbsp;BioWare Edmonton is where it all started years ago with Shattered Steel and Baldur’s Gate, so yes, they are the “mother ship”.&nbsp;&nbsp;When I visit the Edmonton office, it feels like walking the halls of a world class Hollywood studio with awards lining the hallways from many years of *great* games.&nbsp;&nbsp;There are only a handful of developers who can claim the same level of consistent quality, so I am truly honored to be part of the BioWare family and hope to live up to the same standards.&nbsp;&nbsp;The other amazing thing about being in Edmonton is the number of employees that have been there for many years and many great games.&nbsp;&nbsp;To me, it speaks volumes about how well BioWare treats its employees and gives me great confidence that we will continue to make games that excite and inspire gamers everywhere.<br />
<br />
<strong>For sure! BioWare also seems to be a very family-friendly company. Even if someone can't make the move out to Austin or Edmonton, what do you feel it takes to become a Producer in game industry in general?</strong><br />
<br />
The number one skill for Production is communication.&nbsp;&nbsp;This is why many Producers start out in Quality Assurance.&nbsp;&nbsp;As a Tester, your job is to find bugs (easy part) and convey them in a meaningful fashion to the folks on the team who can fix them (hard part).&nbsp;&nbsp;If you have the ability to communicate well in writing and verbally, you have a strong foundation for a successful role in Production.&nbsp;&nbsp;Beyond that, Producers are facilitators, so you have to be able to take a task and see it through to completion – even if it is a task you have never been involved with before.&nbsp;&nbsp;Most Production involves some mediation skill as well – being able to understand two different viewpoints and then taking action to find a good resolution between the parties with differing opinions.<br />
<br />
The Producer role is a very interesting job.&nbsp;&nbsp;It is defined differently by every company I’ve worked for (at least the specifics of the job) and it is a career that doesn’t necessarily have clear entry path.&nbsp;&nbsp;My educational background is Acting – specifically, a Master’s degree.&nbsp;&nbsp;Does this apply to Production?&nbsp;&nbsp;Absolutely!&nbsp;&nbsp;As a Producer, I am often called upon to present status, information, or the game itself to Executives, the Press, or the Public.&nbsp;&nbsp;Does this mean that an Acting degree is necessary to be a Producer?&nbsp;&nbsp;Absolutely not!&nbsp;&nbsp;I know Producers with a huge variety of backgrounds including Film, Art, Business, Marine Biology, Armed Forces, and Law to name a few (I think the ones with the Law background just figured out they were bored and wanted to come play with the cool kids).&nbsp;&nbsp;As Producer, you really need to be a jack-of-all trades – I know a little bit about a lot of things, but not a lot about anything.&nbsp;&nbsp;Well, except games.<br />
<br />
<strong>Speaking of which, what challenges have you faced so far at BioWare as a Producer?</strong><br />
<br />
The biggest challenge is just learning that even in an environment of industry veterans and extremely talented co-workers, I can bring something to the table.&nbsp;&nbsp;My experience at Activision was a great foundation to build on, but ultimately developers in the game business respond to other gamers.&nbsp;&nbsp;The fact that I have been playing games since I first got a Commodore 64 in 1984 lends as much credence to my opinion as my eight years in the games industry.&nbsp;&nbsp;I guess this is an add-on to the question above.&nbsp;&nbsp;It is certainly possible to be a Producer in the games industry and not be a huge gamer, but I think to survive someplace like BioWare would be next to impossible.&nbsp;&nbsp;The culture here is very accepting of input from every member of the team, but that is predicated on the belief that team members actually play games.&nbsp;&nbsp;Perhaps a good analogy to the “never trust a skinny chef” would be “don’t trust a tan game Producer” because they’ve been outside too much to be a true gamer…<br />
<br />
<strong>Heh heh heh, nice. On the upside, what are your triumphs?</strong><br />
<br />
The biggest challenge leads to the biggest triumph in my case.&nbsp;&nbsp;After exactly one year at BioWare I feel like I truly do add value to the team.&nbsp;&nbsp;I’ve come to a company with a huge legacy of quality and humility and have earned the respect of those that I work with (I hope – check back two weeks after this posts and I’ll let you know how many e-mails I get that tell me otherwise).&nbsp;&nbsp;My goal is to work hard to uphold the promise of BioWare to the legions of fans they’ve garnered over the years.]]></description>
		<pubDate>Thu, 02 May 2013 06:00:18 +0000</pubDate>
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		<title>Indie tutorial: Starting a project and forming a team</title>
		<link>http://www.gamedev.net/page/resources/_/business/production-and-management/indie-tutorial-starting-a-project-and-forming-a-team-r3108</link>
		<description><![CDATA[If you’re creating your first game ever and you don’t know programming or you can’t draw… <strong>don’t look for someone that will help you with it</strong>. If you’re more of an artist download GameMaker or Stencyl and with some English knowledge (if you are reading this I bet that you won’t have any problems with that) along with your own willingness to spend time on it, you actually <strong>CAN</strong> handle it on your own. Same goes for programmers. To develop a prototype you do not need god knows how many top notch sprites. Placeholders such as squares, stars, circles, free sprites (try <a href='http://opengameart.org/' class='bbc_url' title='External link' rel='nofollow external'>Opengameart.org</a>) will do just fine to give you an overall feel of the gameplay. Designers will have tougher time as they need to grasp a little from both coding and graphics but it’s all for good.<br />
<br />
Is your prototype no fun? Friends just politely told you that they enjoyed it even though they really didn’t? Guess what, time to make some more prototypes. Take your time, make as many as you need and when you find the true gem you’ll know it. Nobody wants to work for months on a project that turns into unplayable crap at the end and no one wants to play it.<br />
<p style='text-align:center'><br />
<a class='resized_img' rel='lightbox[92d88abfb3b29fbb3fee9932da83f172]' id='ipb-attach-url-15491-0-11491100-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=15491" title="iterative-process.png - Size: 287.81K, Downloads: 25"><img src="http://uploads.gamedev.net/monthly_05_2013/ccs-188638-0-45517800-1367470772_thumb.png" id='ipb-attach-img-15491-0-11491100-1368830017' style='width:480;height:481' class='attach' width="480" height="481" alt="Attached Image: iterative-process.png" /></a><br />
</p><br />
After finishing a playable prototype with more-or-less final graphics or placeholders that look aesthetic enough, you can finally start looking for some people to help you in your project. Remember though – <strong>the less, the better</strong>.<br />
<br />
<h1>Why not earlier?</h1><ul class='bbc'><li>Experience and some actual knowledge about other team members’ work will come in handy when working in a team</li><li>Maybe you will find your hidden talent?</li><li>If your idea won’t look so awesome anymore after you create prototype, you won’t waste other people’s time</li><li>There’s a much higher chance that someone will join your project if they see your own contribution</li><li>If in the middle of the project you will start to get lazy and somewhere lose motivation (and trust me, it happens quite often even if you feel like there’s no way for it to happen at the start of the project) again: you won’t waste other people’s time</li><li>There’s no point in committing too much time to work with random volunteers instead of working on the prototype</li><li>It will turn out what sprites and sounds are needed for sure (will save artists’ time when they’d create assets that would have to be changed or god forbid completely discarded)</li><li>There’s very little chance that someone will want to join you seeing only scratches of an idea from a guy with no experience or a portfolio. And if you happen to receive any offers at that stage, they’re most likely not going to be serious and eventually they’ll just waste your time.</li></ul>I’m writing this from my very own experience. I’ve started many different projects and one I can tell for sure – if you have something to show, people will want to join your project more willingly and sometimes they even might be asking you to let them in without your invitation.　I’ve made this mistake several times myself too… Posting threads on forums like “Looking for artists, writers and translators” before writing a single line of code, drawing a single concept/sketch or doing any actual work.<br />
<br />
However, when I started working on <a href='http://spiffygoats.com/games/rune-masters' class='bbc_url' title='External link' rel='nofollow external'>Rune Masters</a> I didn’t spend time on making any threads, asked nobody for help. Half of the assets I took from the Internet, half did myself even though lacking experience and skills. I’ve been sitting on this all on my own for over a month coding and taking care of graphics. After that I released an alpha version and most people enjoyed it. That’s how I found a great musician (Chris Sinnott), talented visual artist (Toxotes) and a programmer (waxx) that had more experience than me. Doing that I’ve gained some valuable experience in coding and making graphics, and also formed a great team that I can work with to finish a high quality game. I can see no cons in this case.<br />
<p style='text-align:center'><br />
<a class='resized_img' rel='lightbox[92d88abfb3b29fbb3fee9932da83f172]' id='ipb-attach-url-15492-0-11502600-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=15492" title="ss7-1024x765.jpg - Size: 297.38K, Downloads: 25"><img src="http://uploads.gamedev.net/monthly_05_2013/ccs-188638-0-20550900-1367470866_thumb.jpg" id='ipb-attach-img-15492-0-11502600-1368830017' style='width:480;height:359' class='attach' width="480" height="359" alt="Attached Image: ss7-1024x765.jpg" /></a><br />
</p><br />
<i>Now fast forward to the day I actually finished the game (I wrote this article when I was still in the middle of development, just touched it up a bit now):</i> Toxotes disappears after a while leaving us with half of the quality assets needed, unable to finish the game. I’ve spent some time practicing art and we came back to the project pushing it to the final release. Chris and Max stayed with me to the end and both were great teammates. Though this story should give you a one more example of potential teammates bringing more harm than good. Even if the person is very skilled for me their personality and dedication is more important than that. After all it’s better to have all quality assets than a few masterpieces that you can’t even use on their own.<br />
<br />
While writing your advertisement where <strong>you look for the lacking team members</strong>, you need to <strong>bear in mind a few things</strong>:<br />
<ul class='bbc'><li>Include a short description of your project with the most essential info: genre of the game, art style (b&w, vector graphics, 3d, isometric, top-down or something else?), short gameplay overview</li><li>Freeware/commercial</li><li>Targeted platforms</li><li>Estimated time in which you want to finish project</li><li>Who you’re looking for and what you demand from them</li><li>Contact</li><li>Screens and prototype download link</li><li>What you can bring into the project</li><li>Show your portfolio if you got one</li></ul>Useful links:<br />
<ul class='bbc'><li><a href='http://forums.tigsource.com/index.php?board=40.0' class='bbc_url' title='External link' rel='nofollow external'>Look here for paid collaborator</a></li><li><a href='http://forums.tigsource.com/index.php?board=41.0' class='bbc_url' title='External link' rel='nofollow external'>Here for unpaid/revenue share ones</a></li><li><a href='https://www.deviantart.com/' class='bbc_url' title='External link' rel='nofollow external'>If you’re looking for an artist why not ask artists from deviantArt directly?</a></li><li>Also try <a href='http://www.reddit.com/r/IndieGaming/' class='bbc_url' title='External link' rel='nofollow external'>/r/IndieGaming</a> and <a href='http://www.reddit.com/r/gamedev/' class='bbc_url' title='External link' rel='nofollow external'>/r/gamedev</a> if you have something to show</li><li><a href='http://www.gamedev.net/page/index.html' class='bbc_url' title=''>Try gamedev.net for programmers</a></li><li>Various engines’ communities may also be a good source of programmers/developers</li><li>Same goes with various art websites/forums</li></ul>So that’s it for the making a prototype and gathering a team part, next will be organizing your work as a team. Let me know what you think or what you’d like to read about in the comment section.<br />
<br />
<br />
<i>Reprinted from the <a href='http://spiffygoats.com/' class='bbc_url' title='External link' rel='nofollow external'>Spiffy Goats blog</a></i>]]></description>
		<pubDate>Thu, 02 May 2013 05:06:59 +0000</pubDate>
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		<title>Notes on GameDev: Dane Olds</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/notes-on-gamedev-dane-olds-r3067</link>
		<description><![CDATA[<strong>Originally published on NotesonGameDev.net<br />
September 24, 2008</strong><br />
<br />
Ready for a Retro-Future with customizable characters and a wide range of new creative "homemade weapons" to blast away your nuclear waste enemies? The time is almost here! But until then, there's a range of concept art and sneak peek screenshots. In this interview we feature character artist Dane Olds, who is responsible for weapons as a character artist for Bethesda's much anticipated <i>Fallout 3</i>.<br />
 <br />
<strong><i>Fallout 3</i> has some very interesting customizable features that I'm sure gamers are very eager to jump into and a lot of it has to do with character art, which you're partly responsible for. Can you start off telling us a bit about how you became a character artist?</strong><br />
<br />
From the time I was a kid I knew I wanted to work on games. I spent a lot of time drawing my own game characters and levels. Videogames were always a source of artistic inspiration for me as a child. In high school, I started to gear myself toward getting a job in the industry. I read a lot of gaming magazines and learned as much as I could about the different jobs in the Industry. I took all the art classes I could and played a lot of games.<br />
<br />
My first year of college was at Ivy Tech. It was a community college that had a small graphics program. There I familiarized myself with 3d Studio Max and Photoshop and started to get a real feel for computer art.<br />
<br />
I transferred to the Savannah College of Art and design my second year of College. I enrolled in their Game Development and Interactivity program. I learned a lot about creating art specifically for games and met a lot of awesome like-minded students. My senior year a group of my friends at school set out to make a mod project for <i>Half-Life 2</i> called <i>Forever Bound</i>. It had a Horror-Western theme and it was outside the artistic realm of what we were usually doing. We had a blast working on it even though it was an extremely short ten weeks of development time. That experience was instrumental to our transformation from students to developers.<br />
<br />
When I graduated from SCAD I applied at as many game companies as I could and landed an internship here with Bethesda. I’ve now been with the company for over two years.<br />
<br />
<strong><i>Forever Bound</i> sounds like a game I'd want to play! Moving from your student experience to industry, where do you fit in the pipeline process at Bethesda?</strong><br />
<br />
I’m a character artist here at Bethesda and work primarily on weapons for <i>Fallout 3</i>. This often means different things. Sometimes my job is to take a piece of concept art and turn that into a game asset from scratch. Other times it involves taking a piece of outsourced art and making sure that it meets the same visual standard as the other weapons in the game. This often involves remodeling areas of a weapon, correcting for perspective, retexturing, even adding new geometry and normal maps. Each weapon presents a unique set of challenges and maintaining a visual consistency throughout all of <i>Fallout 3</i>’s widely varied arsenal has been an awesomely rewarding artistic challenge.<br />
<br />
I treat each weapon just like it is an individual character in the game world. An interesting weapon has to have its own personality. At a glance the weapon should say something about its function and its role in the world. A weapon’s proportion, weight, and wear all have to be carefully considered. The worn down Hunting Rifle you find at the beginning of the game looks wildly different than a Laser Rifle you find later in the game. The Hunting Rifle is weathered and worn from its years of use in the wasteland. One look at its duct-taped Stock and rusty barrel and you know that it has seen a lot of hard use in the harshest of environments. Conversely, the sleek lines and shiny exterior of the Laser Rifle show its development in a laboratory somewhere. These two weapons share a common thread though, in their age and weathering. You can tell that they’ve both seen better days but the wear is appropriate to the individual.<br />
<br />
The fact that our game is played from a first-person perspective as well as a third person perspective also provide a unique set of challenges from the design, right down to the creation and implementation. Every weapon has to look good when you’re running around the wasteland, staring down the barrel at a raider, or blowing enemies to bits in VATS.<br />
<br />
<strong>That sounds like a lot to look forward to though. What was the inspiration for character art in <i>Fallout 3</i>?</strong><br />
<br />
A lot of the inspiration for the character art in <i>Fallout 3</i> came from the original games. We drew heavily from those Retro-Future roots and you’ll see that throughout the character art in the game. With the weapons we always referenced the old art from <i>Fallout</i>. Sometimes the weapons are very close to the originals, other times they’ve been overhauled to fit specifically to the game we’ve created. A good example of this would be the Flamer. It’s functional, and is inspired by the real flame throwers used in World-War II. We take the real military designs, and then see where we can make them more interesting, what we can embellish on, and what we might need to remove. When the modeling and texturing is done we have to have something that is visually interesting and functional. Another great example is the ever-popular Power Fist. The original Power Fist was kind of an electric gauntlet. The new one has a pneumatic piston mounted on a thick steel framework that looks like an engine block. This weapon visually feels like it packs a punch, and it certainly does in the game.<br />
<br />
<strong>Retro-Future is such a rarely used genre compared to the range of fantasy and space science fiction out there in games. With this uniqueness in mind, can you explain for us an even more unique feature of <i>Fallout 3</i>--the way customizing your character works?</strong><br />
<br />
Customizing your character in <i>Fallout 3</i> works similarly to the way it did in <i>Oblivion</i>. When you are born in the game a “gene-projector” is used to see how you are going to look when you are an adult. This is where you tweak the myriad of choices about how you are going to look. Your complexion right down to your hairstyle is all determined here. An approximation of that data is then used to generate the way you look as a child as well as the look of your father.<br />
<br />
<strong>Cool! What's it like creating a range of customizable character content?</strong><br />
<br />
Creating the range of customizable character content in the game has been uniquely challenging but very rewarding. A lot of the weapons I made for the game are ones that you create yourself in the game. The art assets themselves had to consist of items that you’d find in the game world and then assemble to form a weapon. Our concept artist did a great job figuring out the look of these cobbled together weapons which made my life a lot easier when it came time to create them for the game.<br />
<br />
<strong>What has been the biggest challenge on <i>Fallout 3</i> so far?</strong><br />
<br />
For me the biggest challenge while working on fallout has been the sheer volume of assets that needed to be created. Every mine, grenade, gun, and melee weapon needed its own art and the attention to detail and care given to the object had to be consistent throughout. Working through this challenge has been a great experience for me in refining my workflow. Not to mention it’s super rewarding to see all the things I’ve worked on in the game.<br />
<br />
<strong>Aww yeah I bet. Speaking of which, what are you most proud of on <i>Fallout 3</i> so far?</strong><br />
<br />
I’m really proud of the game as a whole. I’ve put countless hours into it already and there’s always something fun to do and a new place to explore. It’s the combined effort of the whole team that has gelled to form a game that is a blast to experience.<br />
<br />
Personally I have a couple of favorite individual weapons I created which I probably like the most. The Power Fist really was a challenge to create. It had to act like a piece of armor that could be worn like a glove. The fingers had to articulate and the pneumatic piston had to function the way the player would expect. Creating a model that could actually animate believably and would still look cool was a pretty daunting task. I think the results speak for themselves though, a lot of people think it looks really cool and in game it really is a blast to use.<br />
<br />
The other weapon I really like is the Flamer. I’m just happy with the way it turned out in the game. It looks great, fits right in the world and is a lot of fun to take to the battle field.<br />
<br />
<strong>And for all those readers out there checking this out and daydreaming about your job... Any advice for artists who want to make a career out of character art in games?</strong><br />
<br />
Any aspiring game artist really needs to concentrate on their foundations first and foremost. If you don’t understand the fundamentals of drawing and sculpture you aren’t going to be a successful 3d modeler. Observation is key and being able to recreate what you observe in 2d is just as fundamental as being able to do the same thing in 3d.<br />
<br />
Become extremely familiar with what it is you want to do. If you want to model pick up a 3d package and spend time in it every day. Join a forum and communicate with other 3d artist. Learn as much as you can and practice as often as you can. Be passionate about what you do and your work will speak for its self.<br />
<br />
Play a lot of games! A good director watches a lot of movies and a good writer reads a lot of books. The same is true for game developers. The tricks and techniques you can glean from other game artist just by experiencing their work in my opinion are extremely valuable. When you play the game you are experiencing the intent of their art and the context for which it was created. This speaks volumes that a simple analysis of a model or texture cannot.]]></description>
		<pubDate>Fri, 19 Apr 2013 12:57:49 +0000</pubDate>
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		<title>Notes on GameDev: Tamir Nadav</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/notes-on-gamedev-tamir-nadav-r3066</link>
		<description><![CDATA[<strong>Originally published on NotesonGameDev.net<br />
October 22, 2008</strong><br />
<br />
Tamir Nadav, formerly a programmer who has marked his path out as a game designer at KingsIsle, has been involved in the industry for over 5 years with his enthusiastic networking abilities. He's always up for an interesting conversation and pitches in with events like Women In Games International, which promotes the inclusion and advancement of women in the games industry, worldwide.<br />
 <br />
<strong>You’re pretty notorious in the conference-going circles and I remember seeing you at just about every event I was at. What value do you see in attending game events?</strong><br />
<br />
The biggest one, of course, is networking. One minute I'm talking to an aspiring game designer, then someone like Gordon Walton walks by, and we all end up in a conversation. Since there are a huge amount of us game nerds in one place, who all have a common interest, it makes it very easy for those situations to happen to everyone.<br />
<br />
<strong>So then, what's your favorite conference story?</strong><br />
<br />
Oh, wow. I'm not sure I have a favorite. The majority of good stories happen behind the scenes with other <a href='http://www.gdconf.com/attend/volunteer.html' class='bbc_url' title='External link' rel='nofollow external'>Conference Associates</a>, and we're not supposed to talk about <i>that</i>! But, if I had to pick something to be shared, it would be the same story that I experience at every conference I attend, and that is the combination of the new friends I make each conference I attend, and watching the old ones continue in their career.<br />
<br />
<strong>Speaking of careers... How did you make the career transition from programmer to designer?</strong><br />
<br />
Well, I started very early on in development as an Associate Programmer on an unannounced project at KingsIsle. The other two programmers were our Sr. and our Lead, shortly followed up by another Sr. There wasn't a whole lot for me to work on aside from simple prototyping, so I ended up assisting Tom a lot with design. Through a combination of them noticing that I really enjoyed design, and me not quite performing as well as I would have liked as a programmer to keep up with the other guys, and perhaps a few other factors as well, I was basically asked if I'd like to make the switch. I said sure, and here I am. :)<br />
<br />
<strong>What drove you to you go for the "indie" life instead of working for a bigger company?</strong><br />
<br />
I wish I had a much better reason, but basically they were the first company who decided to hire me. :) In general, I think I'm indifferent to working for either or, because each has their ups and downs, but I can definitely say I highly enjoy my time here at KingsIsle. It's been 3 years now!<br />
<br />
<strong>What's it like working at KingsIsle Entertainment?</strong><br />
<br />
We're in Austin, which sums up a lot of the culture here! I'd say that we're all rather laid back, and from what I've heard from others, don't experience many of the problems that other companies do. We don't go out and party as much as some studios, but since we're made up of many people with families or at least spouses, we've been pretty good at placing family obligations first and allowing time to spend with our loved ones. We still have the stereotypical nerf gun wars, and arguments over Kefka vs. Sephiroth, and quote <i>Star Wars</i> and <i>Family Guy</i>, and all the usual things you'd expect from a game company, though.<br />
<br />
<strong>How much of your personality comes out in Wizard101?</strong><br />
<br />
Well, I'll say not very much, and a heck of a lot. I did very little work on Wizard101; most of my time has been spent working on another yet-to-be-announced project at KingsIsle. However, I did design one of the mini-games, Sorcerer Stones, and my voice is used for a few of the imps and monsters I believe. I say that a heck of a lot of my personality comes through, because many of us at KingsIsle have the same sort of whimsical attitude towards life; it's not "my" particular personality that shines, but mine matches very well to the personality reflected by the product.<br />
<br />
<strong>Where do you want to head in the future as a game designer?</strong><br />
<br />
To design more games! I had a taste of what it's like to be quasi-famous when I was at Full Sail, and now I want to do that in the entire industry. I'd love to continue to develop my skills as a designer, as well as practice programming and art well enough to communicate effectively with the rest of the team, and eventually take my place in name at the sides of the other greats who have come before me, like John Romero, Will Wright, Tom Hall, Gordon Walton, and of course many others. I'm not going to list them all, those were just the first 4, so no one feel insulted, okay?<br />
<br />
<strong>Any advice for those out there who also want to become a designer?</strong><br />
<br />
I always hear people say that the first advice for people who want to become a designer is <i>"Don't become a designer!"</i> I understand why people say that; being in design is a rough job, because we usually get blamed for everything, and everyone else thinks they can do our job. My advice would be to develop a thick shell, and learn to persevere through the hardest times. A designer's ideas can feel like mere offerings to the artists and programmers (and especially production) who seem to take delight in shredding them to pieces. This is a good thing; because what ends up being left over after a few of these processes, is a very core, solid idea that everyone is on board with. It's kind of like a saying that I heard a lot growing up; <i>"Shoot for the Stars and you'll hit the Moon."</i>]]></description>
		<pubDate>Fri, 19 Apr 2013 12:50:41 +0000</pubDate>
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		<title>Pitch Your Game: Pitching Tips from a Game Industry Catcher</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/pitch-your-game-pitching-tips-from-a-game-industry-catcher-r3063</link>
		<description><![CDATA[In the past few years as a producer for GarageGames I’ve reviewed hundreds of video game pitches from developers and studios.&nbsp;&nbsp;Having seen the good and the bad, I offer practical tips to <strong>help developers successfully pitch themselves or their game to any publisher</strong> without boring the publisher or losing their interest.<br />
<br />
The range of pitches I’ve reviewed is huge, from literally two word emails (”you like?” with an attached movie) to 30 page design docs complete with appendix detailing every mouse click. Everything from casual puzzle games to WOW clones; from someone who’s never shipped a game requesting a third of a million dollars to start their business to experienced developers delivering sober and intriguing proposals. Here’s my industry experience advice.<br />
<br />
<p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;<br />
This article was originally published on Jeff Tunnel's blog <a href='http://makeitbigingames.com/' class='bbc_url' title='External link' rel='nofollow external'>Make It Big In Games</a> back in 2007. In 2008 it was included in the book <a href='http://www.amazon.com/Business-Production-A-GameDev-net-Collection/dp/1598638092/ref=pd_sim_b_3' class='bbc_url' title='External link' rel='nofollow external'>Business and Production: A GameDev.net Collection</a>, which is one of 4 books collecting both popular GameDev.net articls and new original content in print format.
				
</p><br />
<h2>Research the Publisher</h2><br />
First things first – <strong>do your homework</strong>.&nbsp;&nbsp;This is true for any type of publishing, be it books or film.&nbsp;&nbsp;If the publisher is Popcap, don’t pitch them the next Half-Life. If the only casual game a company has made was 5 years ago, chances are they won't fund your match three clone. Target publishers in your genre for a greater response rate. Look at each publisher’s portfolio to see what they are interested in. If you do not do this work, you are wasting their time and yours. That is time you could spend targeting more likely publishers.<br />
<br />
<h2>A Picture is Worth a Thousand Words</h2><br />
If your pitch contains only text, it will be scanned over, and crucial details may be missed. While it takes time to process words, visual scenes are processed quickly by the brain. And game industry people, especially creatives, are visual communicators.<strong> A quickly mocked up in-game screen will tell more about the game than a page worth of text</strong>. The more clearly you can communicate your idea, the better it can be weighed, and the more likely it is to be of interest. A picture draws a viewer into its scene — it says, <i>“imagine this interactive, animated, and brought to life.”</i> It captures the viewer’s imagination in ways that the best placed words cannot. Photoshop mock-up, programmer art, MS-PAINT, it doesn’t matter – any sketch is better than none. If you have a real concept artist and include pre-production art in the pitch, it is that much stronger, and shows you put that much more thought into all aspects of the pitch.<br />
<br />
<h2>“No” Can Happen in One Sentence</h2><br />
Present your high level concept first, with one sentence. If the high concept is accepted, the publisher will continue to read for greater detail. If the high concept is rejected, the publisher stops right there, and any work you did on further details for the pitch are irrelevant. For example, your high level concept may be a genre the publisher does not work with, may be something considered too risky (an MMO), or the publisher may already have a title in the works that is too similar to consider a second. <strong>Don’t assume or expect the publisher to read the whole pitch</strong>, it can end at the first sentence. Which brings us straight to the next point.<br />
<br />
<h2>Have Many Things to Pitch</h2><br />
Don’t put all your eggs in one basket. If the publisher rejects one pitch, that doesn’t mean the end of the relationship — if you have more pitches up your sleeve. Be prepared to pitch multiple different projects, and a diverse range of projects (though not all across the board and too diverse). I know one developer whose game a publisher loved.&nbsp;&nbsp;He pitched them an idea for his next game. The publisher wasn’t impressed and was having second thoughts about the developer. <strong>Luckily he had a backup pitch for another game which was an instant hit, making the publisher forget all about the weak first pitch. He got signed.</strong> One game was RPG-like, the other arcade-like. The second pitch was not a trivial variation of the first, but not as widely divergent as MMO/match-3 either. By that token, don’t have so many games to pitch that you’re just firing in the dark and seeing what sticks. Anyone can do that and it shows no commitment on your part.<br />
<br />
<h2>Be Professional</h2><br />
Your pitch should be professional in presentation, not informal. You are, after all, formally requesting publishing services and/or funding. A conversational style is indirect and meandering. <i>If you want to be seriously considered, be serious</i>.<br />
<br />
<h2>Be Passionate about What you Pitch</h2><br />
This is harder with a paper pitch than an in-person one, but despite being professional in a pitch, passion comes through nonetheless. It’s simple: if a developer is passionate about a project, they are more likely to make sure they create a fantastic product and follow through on deadlines. If they seem ambivalent, then guess what, so will the publisher, and they'll find a passionate studio elsewhere.<br />
<br />
<h2>Know What you are Making</h2><br />
Know what your core game concept is. Know what elements support that. Know your design inside and out. Publishers will not pay you to experiment or prototype. Granted, your design may change through the course of development, but <strong>you are not pitching a direction, you are pitching a specific game</strong>. Make sure you know what that is and can communicate it simply and clearly. Be able to answer why you are making the game that you are beyond just “I think I will like it.”<br />
<br />
<h2>Know Budgets</h2><br />
I’ve been pitched by developers who, upon asked what their proposed budget is, said they had no idea. I’ve seen budgets whose only line item is “the game” with the total amount listed and no further details. Make sure you know what you are asking payment for. How much will be needed for art? For code? For administrative overhead? Are you familiar with contractor costs for these things? Do you have ballparks of man hours required for various features? How much of your budget could be saved by cutting feature X? By adding feature X? As much of this should be known upfront, not discovered later on. What's the commercially reasonable quality level that the publisher contractually expects, and how much will that cost to produce?<br />
<br />
<h2>You can be Greedy or Stupid but not Both</h2><br />
If you have a great proposal, but are asking for too much money and too many “deal points” (no exclusivity, no right to sequel, no alternate format publishing) you can still be negotiated with. If you have a great proposal and at the right price, but are missing a big piece of the picture (neglecting customer service costs for an MMO, or neglecting the true difficulty of implementing a certain feature for example), you are still potentially in business. But <strong>if you are both greedy and stupid there is no reason for a publisher to work with you</strong> no matter how great your game is. There are simply far too many intelligent, humble, capable developers out there for the publisher to work within your place. This industry has a surplus of people wanting to be in it, not a shortage. Avoid these pitfalls.<br />
<br />
<h2>Be Almost-Greedy</h2><br />
I am showing my indie developer colors here, but it’s good advice and bears passing along. It’s true not just in the video game industry but for any business deal. We have a tendency to shortchange ourselves or to expect the execution to be perfect with no bumps and fail to account for the unforeseeable. Rule of thumb, <strong>ask for slightly more than you’re comfortable with</strong>. At the same time, be prepared for slightly less than you’re comfortable with. Somewhere in that zone your game will get made.<br />
<br />
<h2>License and Registration, Please</h2><br />
In a publisher’s eyes the team you have is as important as the game or concept itself. Ask yourself these questions and be prepared to answer them: What have you shipped? What is your industry experience? What contract work have you successfully completed? <i>Be honest with yourself</i>. Now ask, do the answers to these match up with what you’re proposing and asking for? <i>Make sure they do</i>. Publishers do not see just the project but the faces behind them.&nbsp;&nbsp;They need a reliable team behind the game to minimize the risk that they will not get a return on their investment.&nbsp;&nbsp;In sales it is cheaper to get repeat customers than find new ones. Publishing is no different — it is more effective to work with existing partners than identify and orient new ones. More often than not publishers are looking for long term developers to trust. If all you see is the one game, or all you’re showing is one game, and not the value of the team behind it, your vision is too narrow.<br />
<br />
<h2>When’s it Shipping?</h2><br />
Have a timeline and associated costs for dates. Milestones can be feature based (prototype/campaign/multiplayer/final art/bugs) or stage based (alpha/beta/RC/gold) or both. There is no absolute standard except that without this information, the publisher is going to be left wondering how long your project will take. Moreover, <strong>the publisher needs to know how much you need at each of these stages so they can project their internal budget accordingly</strong>. You’re not going to get paid entirely upfront, or entirely upon completion, so set your needs and expectations here, and be ready to negotiate.<br />
<br />
<h2>Competitors</h2><br />
Capably discuss your game’s position in the marketplace. More is better than not enough. How have other games in the genre performed? What was the last succeeding similar product? How is your game similar to and unique from competing products? Who are your competitors and why is your game better? These are all important questions to answer. A pitch that is weak but that deeply understands its competitors is as likely to succeed as a pitch that is strong and dismisses or misses the mark on its competitors. Showing that you know who else has your same idea and who has executed well on it (and who has failed) tells the publisher that you are that much more likely to succeed yourself. It shows that you deeply understand your genre and have done your homework.<br />
<br />
<h2>Now with 8-way Joystick and Second Button!</h2><br />
<strong>Platform matters!</strong> If it’s an arcade cabinet game, how will you leverage that? If it’s a cellphone game, or a web game, or a LAN party game, how will you leverage those? Miss this and nobody will notice. But include it, and get it right, it’s that much more firepower to ignite the flame of a green light.<br />
<br />
<h2>“It’s for Hardcore Gamers… AND my little sister!”</h2><br />
Know who your target consumer is. <strong>“Everyone” or “people who like racing games” does nothing but tell the publisher that you didn’t do your homework or don’t really understand the game industry</strong>. There is no one right answer to this or right way to do it, but it should be some blend of age/gender/hobby/lifestyle/game preferences and the range should not be too broad. If “9 to 90″ is your “target” that’s not really a target is it? You can’t help but hit it. Find something and aim for it. Then find ways to strengthen the pitch for that particular market.<br />
<br />
<h2>What you Do, Do That</h2><br />
Stay within your limits. A publisher is not going to pay for you to shoot for never-before-attempted feats to see if you can. Where there is money, there is by necessity certainty. <strong>Staying within limits reduces the risk of failure for both parties</strong>. If you’ve never done networked games, don’t pitch a networked racing game. If you’ve never worked with physics, don’t pitch a game that relies on physics as a key component.<br />
<br />
<h2>To the Point</h2><br />
Stay to the point. You do need to share the plan for how you will produce the game. You don’t need to detail what source control methods and what team management techniques you will use. You do need to state clearly what the game content will be. You don’t need to share the plan of how you will run the details of your business and which HMO you will be choosing for your employees. <strong>Stay relevant to the publisher</strong>. If you need an affirmative pat on the back for the details of your other plans, get that from a fellow developer or a friend, not from the publisher. They have neither the time nor the interest.<br />
<br />
<h2>Business is Business</h2><br />
Don’t get personal or take things personally. The games industry is a business. <strong>The people reviewing your game are not there to make you feel good about yourself</strong>, they are there to further mutual and legitimate business interests. They are in that business because it satisfies personal interests they have, including creative and social ones, but that does not make things personal. You will make friends, and business relationships blur into social relationships, but at the end of the day, and especially with a new potential partner, business is business.<br />
<br />
<h2>Don’t Ramble (like me)</h2><br />
Less is more. Publishers get dozens of pitches a day. Your pitch is not an essay or book.&nbsp;&nbsp;<strong>The more text you have, the less likely they will read it</strong>. If your “killer feature” is buried on page 28 in section 3 subsection B, they will never get to it. Make bulleted lists and summarize things until more detail is requested. Your first pitch should be three pages: an introduction letter, a one page overview, and some mock-ups or concept art (ideally with a link to a demo) with an invitation to see more if there is interest. You have all day to write up the most detailed proposal on earth. Publishers do not have all day to read dozens of them. And they get only dozens a day if they’re lucky. I’ve heard of publishers that field hundreds every day.<br />
<br />
<h2>Tie-in</h2><br />
The more relevant you can be to the publisher’s history the better. Do your homework. For example if they made a hit FPS game, acknowledge it or try to tie your game to it (<i>“like your game X, my game has an emphasis on team co-op”</i>). But don’t go to absurd lengths (<i>“like your game X, my game also has graphics!”</i>). Yes, this is partly ego-stroking. And yes, it does work (but will only get you so far).<br />
<br />
<h2>Originality</h2><br />
Your pitch should be original. As soon as it’s “X but with Y” most publishers will no longer look at what you’re doing, and will instead focus on who you are. Anyone can come up with “X but with Y” but only a very talented team that knows what it’s doing could pull it off. <strong>If the best you have is a rip-off of an old game with some different features, or a mash-up of some popular games, don’t bother unless you’ve successfully done it before</strong>.<br />
<br />
<h2>Orson Welles Syndrome</h2><br />
Be flexible with your features. This isn’t about the publisher trying to creatively control your project. They don’t have the time or desire to do that. If a publisher is interested in your game, but wants to scale up or down, react accordingly. If they don’t like a certain feature and you’re not married to it, let it go. Don’t be too defensive or worried about “the publisher designing your game for you” until you actually feel like it’s happening. Asking to drop a certain feature or set is not a slippery slope and is common practice. This does not mean the publisher is designing your game.<br />
<br />
<h2>I am Error</h2><br />
Don’t try to impress the publisher with your knowledge of games or gaming history. It’s irrelevant to the pitch. If you have a good pitch or idea your knowledge of games will be self-evident.<br />
<br />
<h2>“Zzzz...” is not the Sound of Approval</h2><br />
This is not an insider industry tip.&nbsp;&nbsp;If you bore the publisher, your proposal will not be looked at, and you will be passed over.&nbsp;&nbsp;Keep this in mind as a general rule of thumb when preparing any part of your pitch.<br />
<br />
<h2>Who What Where When How Why</h2><br />
Make sure to go back and ask yourself if you’ve covered all the basics: who, what, where, when, how, and why. <strong>Who</strong> are you making the game for, who will be working on it. <strong>What</strong> is the game itself. <strong>Where</strong> will the game live (on what platform is it ideal for — certain platforms cater better to certain markets than others, PC/strategy for example). <strong>When</strong> can you start, <strong>how</strong> long will it take, <strong>what</strong> are your milestones. <strong>How</strong> will you develop the game, with <strong>what</strong> tools and tech, with <strong>what</strong> kind of team (in-house or contractors). <strong>Why</strong> do you believe the game will be a success and is worth looking at (without being a three page impassioned essay about how you’ve been playing games since you were five and know everything about them).<br />
<br />
<h2>LET ME PLAY!!!</h2><br />
A playable prototype or demo is golden. No graphics, no sound, no building out of the game, just core game proof of concept. A pitch with pictures will get ten times further than a pitch without. <strong>A pitch with a prototype will get a HUNDRED times further than a pitch without</strong>. Don’t apologize for the demo, they’ve heard “this isn’t the final game art or gameplay” as many times as I’ve heard “please excuse the mess” walking into a perfectly nice home. Even if a pitch is rejected, if you re-submitted it with a playable demo, it could be re-considered. <strong>Many publishers will not accept unsolicited pitches without a playable demo</strong>.<br />
<br />
<h2>Mess Up</h2><br />
You’ll make mistakes and it’s OK. <strong>If you think there’s people in the industry that know everything and never make mistakes you’re wrong. You don’t need to be that person because that person doesn’t exist</strong>. If the publisher raises an issue that you hadn’t yet considered, don’t front — the publisher is smarter than that. Fess up to it and tell them you’ll discuss it with your team and follow up. Then actually do that. Especially the follow up part. Be humble.<br />
<br />
This is by no means a step by step guide on how to pitch, this is general advice for studios or individuals of all sizes, professional or not, on how to pitch publishers, solicited or not. <strong>I've worked with some great developers and studios over the years and hope to keep working with plenty more</strong>.]]></description>
		<pubDate>Fri, 19 Apr 2013 09:35:54 +0000</pubDate>
		<guid isPermaLink="false">8f48ba716a4af57ae9b2e0308c871c00</guid>
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	<item>
		<title>Notes on GameDev: Jenova Chen</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/notes-on-gamedev-jenova-chen-r3061</link>
		<description><![CDATA[<strong>Originally published on NotesonGameDev.net<br />
October 27, 2008</strong><br />
<br />
Jenova Chen, creator behind the multi award-winning student game <a href='http://www.thatcloudgame.com/' class='bbc_url' title='External link' rel='nofollow external'><i>Cloud</i></a> and <a href='http://intihuatani.usc.edu/cloud/flowing/' class='bbc_url' title='External link' rel='nofollow external'><i>flOw</i></a>, co-founder of <a href='http://www.thatgamecompany.com/' class='bbc_url' title='External link' rel='nofollow external'>thatgamecompany</a>, is dedicated to expanding the emotional spectrum of video games and making them available for a much wider audience. And how did Jenova "make it" as an independent developer? With a lot of support and a drive for innovation.<br />
 <br />
<strong>Can you tell us a little bit about your interest in game development and where it all started?</strong><br />
<br />
When I was 10 years old, my Dad, who worked in the software industry, took me to a special Computer Programming school for kids hoping I'd become Bill Gate's one day. However, I had no interest in learning programming; instead I got to play my very first computer game at the school. And from that point on, video games were pretty much my obsession. My first attempt in making video games happened when I was 12, and my enthusiasm quickly faded due to a bad 5 inch floppy disk which carried a week's worth of my work.<br />
<br />
When I went to college around 1999, I was pretty much bored with the math and programming, and I started to put all my spare time on digital animation and 3D graphics. At the time, there were no domestic video game development studios in China and video game education was also a vacuum. And by accident, I met some very enthusiastic students in the college who wanted to make video games. It seemed like a good place where I could put my digital art skill to use. Once the training started, the adventure and joy from game development has never stopped.<br />
<br />
<strong>Speaking of college... What was your role in <i>Cloud</i> and how did it come to be?</strong><br />
<br />
My first big student team project in the grad school at USC Interactive Media Division was not <i>Cloud</i> but <i>Dyadin</i> (IGF 2005), where my role was lead artist. It was the first video game made by student team in our division. The big success brought a lot of attention to the school, therefore the school started a grant to encourage students to team up and make more innovative games. The grant was open to the entire university. As one of the applicants I came up the rough idea of making a game about clouds and rallied around students and faculties. Once the cloud game idea won the grant and got funded by the school, we put a team together. My role was team lead. As a result I worked with the team on many aspects of the game: gameplay prototyping, game design, story and all the visual arts.<br />
<br />
<strong>What do you think made <i>Cloud</i> the 2006 IGF Student Showcase Winner?</strong><br />
<br />
Being one of a kind—a fresh emotional experience that's different from anything on the mainstream market.<br />
<br />
<strong>Following <i>Cloud</i>, you went right on to working on <i>flOw</i>. How did <i>Cloud</i>'s success influence you?</strong><br />
<br />
It's not the success part of <i>Cloud</i> influenced me but the failure of <i>Cloud</i>. So many people downloaded our game, including people who never played games. I guess they were lured to the childhood fantasy. As a result, their lack of game knowledge prevented them from enjoying the relaxing experience---instead, their frustration of learning how to control the game ruined the experience. I learned from <i>Cloud</i> that there is a huge market for games that evoke a different emotional experience. However, new markets mean new audience. In order to search for a design methodology that enables a game to satisfy both experienced gamers and not so experienced ones, I started the <i>flOw</i> project.<br />
<br />
<strong>Interesting concept to work with! How was <i>flOw</i> conceptualized and developed?</strong><br />
<br />
As part of my master degree thesis at USC, <i>flOw</i>, the original web game, was made for the sole purpose of testing whether the design methodology I developed based on Flow theory works.<br />
<br />
In the academia, there was a lot of many research about how to use an A.I. to read player's performance and alter the gaming experience. However, through playing those games myself, I feel there are so many cases where the A.I. can't assess player's true feeling based on rigid formulas. As a side effect, the false reaction of the A.I. broke my "sense of control", a key condition to enter the Flow state. Therefore, through learning successful video games with mass appeal, I came up a different approach to adjust the difficulties of the game. I call it Active Dynamic Difficulty Adjustment, which uses player's choice to change the difficulty of the gaming experience. The trick is to embed the difficulty adjustment choices in the core gameplay mechanics so that when player makes those choices, he won't feel interrupted from the core gameplay. In <i>flOw</i>, player's only action is swimming and eating, and the way the player engages different content with different difficulties is also through swimming and eating. And the result of the testing was amazing<br />
<br />
<strong><i>flOw</i> is now available on PS3, something that indie developers aspire to. How did you make the leap to console?</strong><br />
<br />
My business partner Kellee Santiago and I were very lucky to have studied at the USC Interactive Media Division where we took a class called business of interactive entertainment. It's that class that opened our eyes that starting up a company and chasing your dream is not a fairy tale; instead it's something totally possible for normal people like us who had no money, but a passion.<br />
<br />
We had a sneak peek at the great potential and promising future of video games through <i>Cloud</i>. And we really hope the maturing of video games as an interactive medium could happen faster. We want to push the boundary of video games and allow more people around the world to see games like <i>Cloud</i>, to awaken the dormant market so that more people can join us to further expand video games' emotional range and meet various needs from the public. Not just things made for excitement and leisure but also things that are thought evoking and deeply emotional.<br />
<br />
With that goal, we started to pitch the grand idea of <i>Cloud</i>, the commercial version to almost all the publishers in North America. Quickly, we realized that based on the experience we had fresh out of school and the ridiculous budget we asked, there was simply no one who would take the risk with us.<br />
<br />
It had to be the timing and pure luck that we encountered the opportunity of making games for the digital distribution platform for next generation console like Wii and PS3. Both of Sony and Nintendo were going to launch their new gaming consoles, and they were both dying for new content on their digital distribution channel. The fact that <i>flOw</i> was a rather complete game concept made with two students in three months helped us to convince Sony that they could trust us for a much smaller game than <i>Cloud</i>. And then the leap was made.<br />
<br />
<strong>Well that's great! What are you working on now?</strong><br />
<br />
We are finishing up our second title for Sony's Playstation Network, <i>Flower</i>. A game that is a sister piece after <i>Cloud</i> and <i>flOw</i>. Our version of a video game poem dealing with our inner desires towards the wild nature and urban life.<br />
<br />
<strong>What would you say is the biggest challenge you've faced so far as an indie?</strong><br />
<br />
The biggest challenge is to grow up, to become experienced from inexperience. We made so many mistakes in running a startup company and in game development. Though we've overcome all the challenges, the taste is still yummy pain.<br />
<br />
<strong>Heh heh. What about your biggest triumph then?</strong><br />
<br />
Thatgamecompany is still up and running. And we are making games that we believe will push the boundary of what video games can communicate.<br />
<br />
<strong>What advice do you have out there for those aspiring to join game industry as an indie?</strong><br />
<br />
Really consider indie game developer within our industry. Just look around at what's happened in the past two years. How many of your favorite indie games have shown up on the commercial platforms? How many highly reviewed video games are from independent studios? This is the golden time of independent video games. We see so many talented new faces coming out of school and even veterans who left the big studios to form their company and chase their dreams.&nbsp;&nbsp;The renaissance of video games is already happening.]]></description>
		<pubDate>Fri, 19 Apr 2013 02:33:38 +0000</pubDate>
		<guid isPermaLink="false">658900b7144ee7b4f419cb8054361045</guid>
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		<title>Why Kickstarters Fail and How to Avoid It</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/why-kickstarters-fail-and-how-to-avoid-it-r3043</link>
		<description><![CDATA[As an introduction let me just say I've been working as a liaison between Nintendo and indie developers for the past few months and have succeeded in bringing over around 15-20 new indie games to Wii U and 3DS. I've emailed back and forth developers who were running Kickstarters and through this I started to get some insight as to why many promising Kickstarter campaigns fail. They may seem like simple common sense (and they are) but they still seem to be overlooked too often.<br />
<br />
I wrote this so hopefully I can provide some insight to indie developers who may be starting a Kickstarter campaign in the near future. I hope it helps.<br />
<br />
<h1>Why Kickstarters Fail</h1><br />
I’ve had the opportunity of observing a fair few video game Kickstarter campaigns over the past few weeks from a close proximity. Some succeeded, others didn’t. Being in touch with many of the campaign starters has given me a bit of insight into why some Kickstarters fail and others succeed. It’s too often that you see a really great concept fail to build any kind of steam in their funding. Extremely talented developers will be baffled when they see their projects never make it past lift-off. And yet others seem to glide towards their funding target with the simplest of ease.<br />
<br />
It’s not magic or voodoo. Having a really good idea just doesn’t cut it on Kickstarter. There are some clear-cut factors that should be taken into account from the start. Of course, it’s never completely in one’s hands and there are many outside factors that you just can’t control. But before anyone starts a Kickstarter campaign I’d advise them to sit down with their development team and figure out how they will avoid these 3 pitfalls.<br />
<br />
<h2>1. Understand the Difference Between the "Developer-Publisher" Partnership and the "Developer-Community" Partnership</h2><br />
Very often developers think that all a Kickstarter means is that you work hard on a Kickstarter page and then if you succeed, you walk off with your money and create your game. But that isn't true. The entire model of the relationship between you and your partner is different. Just like publishers get to have a say in the development of the game, the gamers also want to have a say. If you are to convince them to help you fund this project, you have to make sure they see clearly that this a relationship that includes them as an equal partner.<br />
<br />
Now, everyone knows one part of the relationship: you give the fans gifts according to how much they back you. But that's not where it ends.<br />
<br />
First of all, you should create a section that talks about you and your team. The fans want be part of this relationship and that means they want to get to know you. So, show a picture of yourself or your team and talk a little bit about what you guys like and what appeals to you. Make yourselves seem human. When you have an interview with a publisher you want to show how professional you are.&nbsp;&nbsp;But your Kickstarter page is your interview with the fans. When you meet with gamers, you want to show them how you understand their mindset and how you're a gamer just like them with specific things that appeal to you. Only, you happen to be a gamer with incredible expertise and experience in the development side of gaming. So show both of those. Show them your gamer side but also your expertise.<br />
<br />
<a class='resized_img' rel='lightbox[9be251bbe95301ea0c262e22fe2d65bd]' id='ipb-attach-url-14866-0-15280100-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=14866" title="onipunks.jpg - Size: 76.26K, Downloads: 61"><img src="http://uploads.gamedev.net/monthly_04_2013/ccs-209764-0-55646200-1366049553_thumb.jpg" id='ipb-attach-img-14866-0-15280100-1368830017' style='width:480;height:354' class='attach' width="480" height="354" alt="Attached Image: onipunks.jpg" /></a><br />
<i>Onipunks had a big section to describe their team for their Kickstarter</i><br />
<br />
Secondly, you should find a way to include the fans in the development process. Meaning, there should be certain decisions where you provide a poll and let the community decide where to go and what to do. This is YOUR community now and they want to feel like you're including them throughout the development. This sense of partnership makes the gamers excited to back your project. So, on the original Kickstarter page tell them where you have already planned for them to be involved.<br />
<br />
Third: provide lots of updates. Nothing spells doom to your prospective community more than a campaign-leader who stops providing updates. You must treat your backers like your own personal fanbase and the more you interact with your community, the more others will be willing to join along. That means that even after the game is funded, you can't stop with the updates. You don't have to update every day, but there should be some sense of momentum.<br />
<br />
Lastly, appeal to a specific community wherever it's applicable. Go find forums or sites that already talk directly to this community and find a way to create a rapport. Sometimes you find yourself appealing to very broad audiences and see very little success, but if you strike a chord with a more niche community they can sometimes provide you with more support than the broader audiences. Don't wait until the last few days of your campaign to capitalize on this. Plan ahead and strike the iron will it's hot.<br />
<br />
<h2>2. The Project Isn’t Far Enough Along</h2><br />
<a class='resized_img' rel='lightbox[9be251bbe95301ea0c262e22fe2d65bd]' id='ipb-attach-url-14867-0-15293700-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=14867" title="Kickstarter-Concept-Art.jpg - Size: 44.82K, Downloads: 66"><img src="http://uploads.gamedev.net/monthly_04_2013/ccs-209764-0-15122600-1366049589_thumb.jpg" id='ipb-attach-img-14867-0-15293700-1368830017' style='width:480;height:384' class='attach' width="480" height="384" alt="Attached Image: Kickstarter-Concept-Art.jpg" /></a><br />
<br />
One of the biggest attitudes you have to have when making a Kickstarter campaign is: don’t expect to be like Double Fine. Double Fine succeeded in their Double Fine Adventure Kickstarter campaign because they were Double Fine. All Tim Schafer had to do was say he wanted to make another point-and-click adventure game and fans were already gathering in throngs to throw money at his feet. There didn’t have to be anything that remotely resembled a real game prepared for the campaign. But that is the exception to the rule. Only developers or franchises that have incredible persuasion among fans (usually due to nostalgia) can rely on that. Everyone else needs to have incredible content ready to show off.<br />
<br />
Kickstarters are always found somewhere along a certain chronological line in the development process:<br />
<br />
<strong>A</strong>) There are those who launch a Kickstarter with nothing but an idea or a “pitch” to the fans. The entire game is still an abstract idea and they must convince the backers that it’s a good one that deserves backing.<br />
<br />
<u>Pros and Cons</u>: The advantage of this approach is that you will have the backing from the get-go and won’t have to cover any initial costs on your own if your target is high enough. The disadvantage is that there is a high risk of failing because no one believes in your project until there is something to see. (Of course, if your company is famous or has made many games in the past, then everything is different.)<br />
<br />
<strong>B</strong>) Others wait until they have concept art prepared which will give their backers a mental image of the abstract game idea they had. These pieces of art are often all there is for backers to see for many weeks on end.<br />
<br />
<u>Pros and Cons</u>: Again, this is similar to the previous stage, but only a bit more fleshed out. The problem here is that too many campaigns start this way. They assume they will find backers with just concept art. While it’s always possible to succeed, it’s a really crippling way to begin your campaign.<br />
<br />
<strong>C</strong>) Some campaigns begin with a prototype video of their game. Their team has already begun to flesh out the game concept with their game engine. The video they show off is usually very early on in the development and can often be crude or very undeveloped. There aren’t many scenes of the game to demonstrate in the video yet. This too is meant to give backers a very early mental image of what the game will eventually look like.<br />
<br />
<u>Pros and Cons</u>: This is where the majority of Kickstarter campaigns begin, and I find it to be flawed. Showing fans a crude idea of your game is a good way to put your worst foot forward. You want your first impressions to be really good. Too often developers hope fans will take a leap of faith forward in their mind and envision what the game will look like three months from now. They want the fans to see the vision that the developers have of the final product. But most often, they won’t. Some fans will buy into that vision, but many others will superficially walk away. They have to be sold on the game video, and there isn’t enough to sell them on it. The advantage of this approach is that the developers only have to fork over the cash for the initial stages of the project. The rest of the time they can ride home free on the support of their backers.<br />
<br />
<strong>D</strong>) Then there are those teams that have advanced the game enough in development that their initial video is able to give a very good representation of the final vision. With a little more time and effort they would probably even be able to turn it into a demo for their fans to try. Some Kickstarters even decide to begin their campaign with a playable demo.<br />
<br />
<u>Pros and Cons</u>: In my opinion, this is the place to begin your Kickstarter campaign if you want to ensure your success. My rule of thumb is: don’t start a Kickstarter campaign unless you’d be ready to let fans try a demo of your game already at this point. You might not have the time or money to actually work on releasing a demo, but the point is that if you’re still too embarrassed with your early prototype to let fans play a demo of your game then do you really think that a prototype video is going to sell them on it? Fans don’t have to actually play it to see how crude and premature the project is. If you feel confident enough in your project to allow fans to get a closer look then you can also feel confident that fans will be willing to buy into your vision.<br />
<br />
<strong>E</strong>) Finally, there are campaigns that begin with a game that is mostly functional and could probably be released as is. But the developers want the funding to turn the game into something really special and fully realize their vision.<br />
<br />
<u>Pros and Cons</u>: Sometimes these projects actually fail because the fans feel like you’re taking advantage of them. You already paid your way through most of the development and now you’re just using them in the last stretch. Fans want to feel like they were a part of the development process. They want to make decisions through polls and have a say. They want to come along for the ride with the weekly or monthly updates. Of course, many nearly-complete projects do succeed on Kickstarter but upon occasion you see those that fail.<br />
<br />
<p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;So, in summary: don’t start a Kickstarter campaign unless you’d be ready to let fans try a demo of your game already at this point.
				
</p><br />
<h2>3. The Target Is Too High</h2><br />
This rule is simple. Sometime you see two very similar projects and one succeeds on Kickstarter and the other doesn’t. The difference? One aimed for $5,000 and the other aimed for $10,000. Or one aims for $10,000 and the other for $50,000. They both could end up raising $45,000 but the second one loses it all when they don’t reach their target by the end of the campaign.<br />
<br />
<a class='resized_img' rel='lightbox[9be251bbe95301ea0c262e22fe2d65bd]' id='ipb-attach-url-14868-0-15306200-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=14868" title="Light-by-Moores-Cloud-Failed-Kickstarter-Campaign.png - Size: 17.19K, Downloads: 75"><img src="http://uploads.gamedev.net/monthly_04_2013/ccs-209764-0-04884900-1366049617.png" id='ipb-attach-img-14868-0-15306200-1368830017' style='width:210;height:250' class='attach' width="210" height="250" alt="Attached Image: Light-by-Moores-Cloud-Failed-Kickstarter-Campaign.png" /></a><br />
<br />
I know this is easier said than done because at the end of the day, those numbers are real. The teams sits down and crunches numbers. They know that the project won’t get done without this kind of money. But the question they have to ask themselves is, what will happen if we fail the Kickstarter? Did we succeed in getting the money we needed because we set a high-enough price?<br />
<br />
It’s better to aim a bit lower than what you hope for but make the target one that is easy to reach. There is no set formula for doing this because every game is different. So, you should take a look at recent Kickstarters that seem somewhat comparable to your own and make a proper estimation of what you can target and still succeed.<br />
<br />
And remember: Kickstarter campaigns that succeed, almost always get funded considerably above their target. I just took the last 12 video game Kickstarter campaigns to get funded and calculated their average funding. The average between them was to reach 256% of their target funded. So, whether your success will end up being 110% of your target or 400% of your target, you should find a way to include that in your target plans. Drop your initial target by a little bit and assume that if you succeed you will get a that extra bit added on to the final funding.<br />
<br />
<h2>4. Lack of PR</h2><br />
<a class='resized_img' rel='lightbox[9be251bbe95301ea0c262e22fe2d65bd]' id='ipb-attach-url-14869-0-15318900-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=14869" title="marketing-PR.png - Size: 349.79K, Downloads: 45"><img src="http://uploads.gamedev.net/monthly_04_2013/ccs-209764-0-39835800-1366049635_thumb.png" id='ipb-attach-img-14869-0-15318900-1368830017' style='width:480;height:253' class='attach' width="480" height="253" alt="Attached Image: marketing-PR.png" /></a><br />
<br />
Oh boy. This is the golden rule in my opinion. This is where I have seen first-hand the majority of Kickstarters fail. Kickstarters are so often run by brilliant individuals: game developers. And that means that their expertise is in coding and expert game design. What they usually haven’t had much experience in is dealing with PR. Usually, the previous companies they worked for had PR representatives or out-sourced their PR responsibilities to a specific PR firm (the majority of big publishers outsource their PR to a firm and most smaller developers hire a few individuals internally to handle PR.)<br />
<br />
Working on two video game websites means that a large part of my day is working in PR/marketing. Whether it’s paying attention to how one build’s awareness of their brand on the internet, how to increase exposure, or what makes something go viral, these all have been my bread and butter for the past year and a half. So, when I noticed the lack of exposure in many Kickstarter campaigns it wasn’t hard for me to realize why many of the most promising ones were failing.<br />
<br />
Again, we return to Double Fine. Don’t expect to be like Double Fine. Tim Schafer has instant virality potential. He said, “Adventure!” and the internet said, “KaBOOM!” Don’t expect your campaign to go viral like that unless you are well-known in the gaming world. If you’re like everyone else, you’re going to have to launch a PR campaign to get anyone to notice your project.<br />
<br />
Basically, you’re going to attempt to get as many gaming websites to talk about your campaign. This will help spread your message to millions of gamers instead of a few hundred that like to stalk Kickstarter’s website. The way to do this is to email those websites. The way not to do this is to send a press report to their email. Take it from me: most gaming websites get more press releases in their email than they can handle and unless you are one of the more significant stories, your press release will probably end up in their trash bin.<br />
<br />
Instead of sending a press release, send an email that seems personal. It should sound like you’re talking directly to the editor and informing them about your project. There has to be some kind of hook. Something that draws them to your campaign. The editor will only want to report on your game if he can make some kind of headline that draws attention. He/she is looking how they will benefit from running this story. So, feed them that line and reel ‘em in. Tell them what makes your game special. And assume they will only read one paragraph of your email. For the really big sites offer them more. Maybe an interview or an exclusive set of screenshots.<br />
<br />
So, what sites should you email? As many as you can (and us, of course: ninten.enthusiast@gmail.com.) But, these are the ones that report on Kickstarters, so they are more likely to publish your story:<br />
<br />
<strong>A</strong>) Kickstarters are practically the life blood of these sites and they will almost definitely spread the word to the Kickstarter community:<br />
<ul class='bbc'><li>indiegames.com</li><li>Jayisgames</li><li>Rockpapershotgun</li><li>TIGSource</li><li>Indiegamemag</li><li>DIYgamer</li></ul>If you want to really go thoroughly through all the decently-sized indie sites that would talk about your game this is a great list: <a href='http://www.pixelprospector.com/the-big-list-of-indie-game-sites/' class='bbc_url' title='External link' rel='nofollow external'>http://www.pixelprospector.com/the-big-list-of-indie-game-sites/</a><br />
<br />
<strong>B</strong>) These sites are massive but they are the ones that also report on Kickstarter campaigns pretty often. As long as a Kickstarter looks promising or has an interesting twist or innovation, they’re willing to report on it:<br />
<ul class='bbc'><li>Venturebeat/Gamesbeat</li><li>Gamesradar</li><li>Kotaku</li><li>Joystiq</li><li>Gameinformer</li><li>Shacknews</li><li>Eurogamer</li><li>Destructoid</li><li>Escapist Magazine</li><li>VG247</li><li>Videogamer.com</li><li>Gamezone.com</li><li>PC Gamer</li><li>Gamasutra</li><li>Polygon</li></ul><strong>C</strong>) Finally, there are a ton of Youtube channels that cover indie games and Kickstarters. Youtube channels are a very powerful source of exposure on the internet. You can contact these “indie”-coverage Youtube channels on this list via your youtube channel: <a href='http://youtubers.pixelprospector.com/' class='bbc_url' title='External link' rel='nofollow external'>http://youtubers.pixelprospector.com/</a><br />
<br />
Don’t give up after a week if you don’t see the campaign succeeding. Keep on doing relentless PR or look for another angle to get the engines started.<br />
<br />
<i>Reprinted with permission from NintendoEnthusiast.com and Menashe Kestenbaum at</i><br />
<a href='http://nintendoenthusiast.com/15245/kickstarter-feature-part-1-why-kickstarters-fail-and-how-to-avoid-it/' class='bbc_url' title='External link' rel='nofollow external'>http://nintendoenthusiast.com/15245/kickstarter-feature-part-1-why-kickstarters-fail-and-how-to-avoid-it/</a>]]></description>
		<pubDate>Mon, 15 Apr 2013 17:43:00 +0000</pubDate>
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		<title><![CDATA[Getting into Games through Education: "Where do I begin?"]]></title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/getting-into-games-through-education-where-do-i-begin-r3012</link>
		<description><![CDATA[Moving into the Games Industry can be a tricky minefield, especially if it is something you think you might want to do, but are not really sure where to start. This is where education can play a helpful role in focusing attention. You can start doing the stuff you’ve thought about, as well as some you may not have, all whilst being given a guiding hand by tutors. This series of articles aims to provide the best possible tools to ensure a smooth route through the process; from selecting a University establishment, all the way to day one of your course, and beyond.<br /><br /><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;It is not my aim within these articles to ‘name and shame’ the best, or worst, Universities in the UK. It would be irresponsible to do so. In these articles, I am looking to provide a set of tools and reference points, which a prospective student can use to research the best University for them. Also, I am writing from the perspective of a UK Graduate and therefore I make reference to policies or organisations (i.e. UCAS; a UK Organisation dealing with student applications to University) that are part of the UK University system. This does not mean that the skills can't be extrapolated and applied elsewhere, I am just unfamiliar with the policies of other education systems.
				
</p><br /><h1>Choosing your Subject Area</h1><br /><h2>My Experience</h2><br />You might be asking yourself “Who is this person to give such advice, is it not just his opinion?” and you would be right to do so. Please see the 'About the Author' section at the end of this article where I provide a small background to myself, and the journey I took through University; detailing some of the pitfalls and mistakes I encountered, so that it might benefit the potential path of the reader.<br /><br /><h2>Where to begin?</h2><br />So you’ve decided that education would be the best way forward, now to select the area you want to go into. The best way to do this is to look at what you already know and enjoy, and ask yourself some questions. Do you like to draw in your spare time and want to get your designs on-screen? Are you technically able when it comes to computers and have a passion to go deeper? Do you sometimes look at the games you play and wonder “how do people come up with these ideas”? These are just examples but, asking the right questions early enough can really help narrow down the area you are going to have the most passion for, and excel at.<br /><br /><h2>Types of Course</h2><br />There are four major course types that one can take to give themselves a solid foundation to progress into the industry:<br /><br /><ol class='bbc'><li><strong>Computer Games Programming.</strong> <i>Usually awards a BSc.</i></li><li><strong>Computer Games Art.</strong> <i>Usually awards a BA.</i></li><li><strong>Computer Games Design.</strong> <i>Awards either degree type, depending on specific content weighting.</i></li><li><strong>Computer Science</strong>, with modules specifically tailored to Game Development. <i>Usually awards a BSc</i></li></ol><br /><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;There are also other courses that are concerned with Sound Engineering and the Business of Games that one could look into. I will not be going into these as it might dilute the article, but it is something that can be easily researched, should this be of more interest. I have also listed the types of degree (abbreviated) that these award, please see the Glossary for more details.
				
</p><br />The first three are representative of significant areas that can be found in most, if not all, Game production companies. There is enough of a differentiation in the real world, that they can have entire syllabuses devoted to them. The fourth option is one where the aim is to teach Computer Science principles, such as Software Engineering and Application Development, with the option to do Games specific modules in the second/third year of the course.<br /><br /><strong>Computer Games Programming</strong><br /><br />This type course will focus the majority of its attention on Computer Programming, Mathematics and Software Engineering, among other concepts, using the perspectives of Games Software Development as the focal point. Having previously done Maths or IT would be beneficial to this though, it is not uncommon to be invited for interview if you programme in your spare time and can demonstrate the ability/understanding.<br /><br /><strong>Computer Games Art</strong><br /><br />This course will push your art skills to the limit. The curriculum for this type of course involves 3D modelling, conceptualising ideas using 2D techniques and software, as well as a lot of drawing (life, still object etc.). You will be highly unlikely to get into a course like this without previous background in some form of Art education, and an accompanying portfolio.<br /><br /><strong>Computer Games Design</strong><br /><br />This course allows for you to conceptualise all those ideas you may have had when playing games yourself. You would find yourself looking into the design of levels, user-interfaces, characters and story-telling. You might also be exposed to the production processes that help take a game from concept, to final shipment. A background in a design based course would be advisable however, if you have a portfolio showing your capabilities, this might not necessarily be required.<br /><br />Each of these is a great route and provides your particular interest with a focus in that area, allowing you to build on topics you may have studied at college; Maths -&gt; Programming or Art/Graphical Design -&gt; Games Art.<br /><br /><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;It is not necessarily true that each of these courses is specifically isolated to itself and, more likely than not, you will be provided complimentary/optional Modules to delve into various aspects of the other, in a lighter way. For example, a programming course with an art module that allow you to put your own artwork, into what you code.
				
</p><br />As I have mentioned, these types of courses might, and in some cases will, require specific A-Levels in that field to have been studied and completed with good pass rates (usually ‘C’ or above), as well as a solid number of UCAS points (points are obtained by achieving certains grades in each college subject you study). You might also be asked to bring along a portfolio of work, usually required by Art/Design courses, to demonstrate your skills. These are used to ensure that the prospective student is able to handle the workload presented to them on day one. In some cases, even if you don't have the necessary A-Level grades, a University can accept you if you present them with a strong body of work you may have done in your spare time. Examples of code or your ability to use a photo-editing suite proficiently are but to name a couple.<br /><br />Jumping forward to day one; every course will have a period of a couple of weeks at the start to ‘break the ice’. This is where the students get introduced to their tutors, their fellow students and the work they will undertake. After this period the workload quickly ramps up. If a student is unable to show through their college work at interview that they are able to commit their time effectively, they are likely to fall behind and Universities are less likely to select them. It is a business after all and for each student not likely to fail, means one less bad statistic and one more tuition fee in their accounts.<br /><br /><h2>Don't be scared of Rejection</h2><br />Don’t look at the possibility of rejection before the interview as the be-all end-all... it happened to me! This is why you are required, by UCAS, to make a list of University choices so that you have other choices to fall back on. Even in the worst case scenario, other options become available that introduce new types of courses, different from what I have previously mentioned:<br /><br /><ol class='bbc'><li><strong>Computer Games (insert general Technology/Development Noun here);</strong> a course that usually has low, previous education requirements, covers all 3 of the major areas and is tailored to the beginner.</li><li><strong>[Specific Area] Foundation;</strong> a pre-cursor to the course at your ideal University. It is usually a catch-up on what may not have been achieved through A-Levels and, as long as it is completed to a reasonable level, can get you doing what you want.</li></ol><br />There are a number of Universities that offer the first option and, <strong>don't get me wrong</strong>, some can be good however, there are those that spread their subject area quite thin. Some try to cover too many areas and potentially brush-over subjects briefly that you may think are important. Some are an amalgamation of modules previously offered by the establishment and re-branded to represent games.<br /><br />These sorts of courses can be handled in one of two ways. Either they are very good with a lot of industry links to ‘feed’ them, meaning you will get the same sorts of skills and education as in a speciality course or, they will make use of the low points requirement to pick-up the students that might not have been capable enough at their first choice. The main problem with this second is, if you do find yourself on a course like this, you might be completing all your weekly assignments with ease and wanting to learn more. But, more often than not, there will be students in that class who might be struggling with content from 3-4 weeks ago. Whilst this doesn’t affect your learning directly, it does take away the focus of the tutor in order to help them catch-up, and trust me when I say that said time with them is like gold-dust.<br /><br /><h2>Commitment is the Key</h2><br />An important point along this line of thought is that you will only get out of University what you put in. This is true of any course, Games related or not, and at its most basic level means don’t rely solely on lecture/tutorial time to complete your work or learn new topics. In fact, a core principal that lecturers instil on day one is that it is all about Independent Learning. They will introduce you to advance topics and set you assignments, but they won’t chase you up on late drafts/submissions as tutors in school would have.<br /><br />If you want a degree you can be proud and be able to say “I absolutely did my best and made the most of my tuition fees”, then you will need to put in many additional hours, outside of the classroom. This links back to what I was saying about being competent to be able to handle the work load.<br /><br /><h1>Conclusion</h1><br />My aim with this article was to provide you with food for thought on how to approach the education route, for those that have been thinking about it, but don’t know where to start, or for those who didn’t know that this was an option. Either way I have only scratched the surface by providing some of the more popular routes and, with extra research; you can find more ways to go about it.<br /><br />Thank you for taking the time to read this. In my next article, I will talk about how to make the most out of an Open Day visit. What you need to look for, who you need to speak to, the questions you need to ask to find the correct establishment for your educational needs. After all, you will be there for 3-5 years.<br /><br /><h1>Further Reading</h1><br />UCAS (Universities & College Admissions Service): <a href='http://www.ucas.ac.uk/' class='bbc_url' title='External link' rel='nofollow external'>http://www.ucas.ac.uk/</a><br />The Guardian Profile for Computer Sciences: <a href='http://www.guardian.co.uk/education/2008/may/01/universityguide.computerscienceandit' class='bbc_url' title='External link' rel='nofollow external'>http://www.guardian.co.uk/education/2008/may/01/universityguide.computerscienceandit</a><br />The Guardian League table for Computer Sciences: <a href='http://www.guardian.co.uk/education/table/2012/may/22/university-guide-computer-sciences-it' class='bbc_url' title='External link' rel='nofollow external'>http://www.guardian.co.uk/education/table/2012/may/22/university-guide-computer-sciences-it</a><br />The Guardian League table for Art and Design: <a href='http://www.guardian.co.uk/education/table/2012/may/22/university-guide-art-design' class='bbc_url' title='External link' rel='nofollow external'>http://www.guardian.co.uk/education/table/2012/may/22/university-guide-art-design</a><br /><br /><h1>Glossary</h1><br /><h2>Qualifications</h2><br />BSc: Bachelor of Science<br />BA: Bachelore of Arts<br /><br />A-Levels: Advanced Level Qualifications, <i>also referred to as GCE's.</i><br /><br /><h1>Article Update Log</h1><br /><strong class='bbc'>1 April 2013</strong>: Initial release<br /><strong class='bbc'>4 April 2013</strong>: Added article image; under licence from Ajari: <a href='http://www.flickr.com/photos/25766289@N00/3898591046/' class='bbc_url' title='External link' rel='nofollow external'>http://www.flickr.com/photos/25766289@N00/3898591046/</a> , sourced from Wikimedia: <a href='http://commons.wikimedia.org/wiki/File:Heiwa_elementary_school_18.jpg' class='bbc_url' title='External link' rel='nofollow external'>http://commons.wikimedia.org/wiki/File:Heiwa_elementary_school_18.jpg</a>]]></description>
		<pubDate>Sat, 30 Mar 2013 23:52:21 +0000</pubDate>
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		<title>Getting Started : Introduction to Game Development for Beginners</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/getting-started-introduction-to-game-development-for-beginners-r2984</link>
		<description><![CDATA[<h1>Introduction</h1><br />This article aims to teach you the basics about how games are made, and what they're made of.&nbsp;&nbsp;The individual fields of game development will be introduced and explained briefly in a simple way, without getting too technical or confusing.&nbsp;&nbsp;For those who want to jump in and start learning, resources (tutorials, software, stuff like that) will be linked as well.<br /><br /><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;<u><strong>Please keep this article "Under Review" while it is being completed with help from the community!</strong></u>&nbsp;&nbsp;This article still needs a lot of work and is meant to serve as a starting point for beginners.&nbsp;&nbsp;If you have some resources you'd like me to consider linking to, please PM them to <a href='http://www.gamedev.net/user/180020-sir-mac-jefferson/' class='bbc_url' title=''>me</a>.
				
</p><br /><br /><h1>The Fields of Game Development</h1><br />It takes a set of rather unique skills to create a full game; they're made of a lot of parts.&nbsp;&nbsp;This is why game studios often have teams dedicated to making games, with employees from all the necessary fields.&nbsp;&nbsp;It's hard to make even a simple game all by yourself, though it's getting easier with the advance of technology.<br /><br />Let me introduce you to these fields individually.&nbsp;&nbsp;Once you're introduced, there will be resources to see you on your way to learning whichever field you choose.<br /><br /><h2>Programming</h2>Programming makes the gameplay itself, and all of the 'gameplay logic'. Jumping, moving, picking up new weapons, and saving/loading your game wouldn't be possible without a programmer.<br />Essentially, programmers tell the computer what they want it to do. Computers don't speak regular, human languages, though. They aren't that smart. You have to use a programming language to communicate with them, and instead of just using sentences, you use code.<br /><br />This is essentially what programming is, but in order to really decide if you like it or not, you should just look at some beginner tutorials and get the basic hang of actually writing code and how the code works, because that kind of stuff is hard to explain in a few sentences.<br /><br /><h2>Art</h2>Games must have some form of art (conventionally). The kind of art you need depends on whether you're making a 2D game or a 3D game.<br /><br />2D games use 2D images, made in Photoshop, Microsoft Paint, GraphicsGale, GIMP, and other such programs. The programmer deals with drawing the images to the screen and moving them based on the game mechanics. These images are usually animated, such as to make a character jump, or swing a weapon.&nbsp;&nbsp;This is done by drawing multiple instances of the image, all in different poses as the image does whatever you're animating it to do.<br /><br />3D games use a mixture of 2D images and 3D 'models'. Models are made of vertices, which are just "places" or "points". Those vertices (also knows as vertexes, or verts) are connected to each other to form triangles (tris), made of 3 vertices, and/or polygons (polys), made of 4 vertices. Some programs allow you to make polygons out of more than 4 vertices. Models are made with programs like Blender, 3DS Max, and Maya.<br /><br />3D games also have to animate some of their models, like the player and the enemies, otherwise your game would be made of a bunch of still objects sliding around on the floor instead of walking or running (and that would probably be lame).&nbsp;&nbsp;Animations are commonly done by binding a set of vertices to a "bone", and moving all of those vertices at the same time just by moving that bone.<br />So you'd have a bone for the upper left arm, a bone for the lower left arm, a bone for the upper body, a few bones for each leg, and so on.&nbsp;&nbsp;You can move those bones into 'poses', like placing a foot forward.&nbsp;&nbsp;You make a lot of these poses and the software you're using to model and animate will move from one pose to the next when you play the animation.&nbsp;&nbsp;So you could have one pose with the character standing, the next with the right leg lifted, then the right leg set down, then the left leg lifted, set down, and so on.<br /><br />3D games also have to put textures on their models. Textures are made like 2D images, and then they're "put on" the model. Modeling programs often provide you with the ability to "UV map" your model. This is how you decide where your textures are placed. It's hard to explain in text, but essentially, you tell your program how the texture should be laid out across all of the tris and/or polys that make up your model.<br />Textures can be the actual colors that draw the character, like their black-and-white suit and tie, their actual face, like their eyes and eyeballs and their lips, and so on.&nbsp;&nbsp;Those kinds of textures are sometimes called 'skins'.<br />Other times, your textures are like tree bark that you wrap around your tree models, or rocky textures that you put on all your stones and mountains.<br /><br /><h2>Music and Sound</h2><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;Unfinished.&nbsp;&nbsp;I don't know enough about music and sound to make this section!&nbsp;&nbsp;Other members will have to fill in for me.
				
</p><br /><br /><h2>Writing</h2>Game writers deal with the characters, dialog, the lore of the world, and so on.<br />But you can't just drag a novel writer in and tell them to write up your game.&nbsp;&nbsp;Games are much different than novels or movies.&nbsp;&nbsp;You have a lot of other means of communicating your narrative to players.&nbsp;&nbsp;The art style, the mechanics themselves, the music and sound, they all have an effect on the mood and environment of the story.&nbsp;&nbsp;Game writers, or "game narrative designers" as some people call them (I think it's more fitting, too), aren't just going to be writing text.&nbsp;&nbsp;There's a lot more to game narrative than text!<br /><br /><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;Unfinished.&nbsp;&nbsp;I've heard that game companies often don't actually seek out writers, and you kind of have to work your way up if you ever want to be a game writer (like it is with game designers).&nbsp;&nbsp;However, I'm not in the industry, so I need someone to clarify here.
				
</p><br /><br /><h1>Getting Started</h1><br /><h2>Programming</h2><br />Let me quote Jason Astle-Adams (username '<a href='http://www.gamedev.net/user/36615-jbadams/' class='bbc_url' title=''>jbadams</a>' on these forums) from <a href='http://www.gamedev.net/topic/633874-which-language-should-i-choose/' class='bbc_url' title=''>this post</a>, replying to a user who asked which language to start with:<br /><br /><blockquote>Ultimately it isn't hugely important; programming languages are just tools, and if you follow through and become an experienced developer you will end up using a huge range of languages throughout your career. After learning your first language, and more importantly the underlying concepts of programming, it becomes significantly easier to learn additional languages as needed, and a skilled programmer can pick up a similar language in a couple of hours and will usually need only around a week to become familiar with a very different language from those they already know. Remember that <a href='http://clicktobegin.net/programming/your-choices-are-not-forever/' class='bbc_url' title='External link' rel='nofollow external'>your choices are not forever</a>, and that the most important thing is to choose <i>any</i> language and actually get started.<br /><br />That being said, given the choice of Python, Java or C++ I would probably rank them in that order of preference. I usually recommend beginners stay away from C++ because it can have a steeper learning curve and is often considered <a href='http://clicktobegin.net/programming/why-is-c-difficult/' class='bbc_url' title='External link' rel='nofollow external'>more difficult</a>, and usually encourage higher level languages such as Python because they will allow you to concentrate on the fundamentals of programming and game development without having to worry about so many of the nitty-gritty details of memory management and weird errors that can be difficult for a beginner to understand and solve.</blockquote><br />This is the common advice given to budding game programmers.&nbsp;&nbsp;You should just jump in and start programming, because the experience you get will be priceless, and even if you might have to switch languages later, it won't spell the end of the world!<br /><br /><strong>Getting Started:</strong><br /><a href='http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx' class='bbc_url' title='External link' rel='nofollow external'>This resource</a> provides answers to common programming beginner questions, namely these:<br /><br /><ul class='bbc'><li>What programming language should I use?</li><li>Should I use an engine, or create my own?</li><li>What library/tools should I use?</li></ul><br />It also reiterates some of the previous points we've made here.<br /><br /><a href='http://www.gamedev.net/page/resources/_/technical/game-programming/your-first-step-to-game-development-starts-here-r2976' class='bbc_url' title=''>This article</a> here on GameDev.net is your next step.&nbsp;&nbsp;It gives advice on what to do in your early stages of learning how to program, including the best kinds of games to make, how to approach creating your first game, and so on.&nbsp;&nbsp;Even if you feel the article is repeating things you've already read earlier, keep reading!<br /><br /><h2>Art</h2><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;Unfinished.
				
</p><br /><br /><h2>Music and Sound</h2><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;Unfinished.
				
</p><br /><br /><h2>Writing</h2><p class="message note">

<strong>Note:</strong>&nbsp;&nbsp;Unfinished.
				
</p><br /><br /><h1>Article Update Log</h1><br /><strong>13 April 2013:</strong> (Doing some re-organizing to the article; expect more changes soon) Changed the 'Resources' header to 'Getting Started'; took a different approach at the Getting Started/Programming section.&nbsp;&nbsp;Removed the section about Blender in the Getting Started/Art section in favor of taking a different approach.<br /><strong>27 March 2013:</strong> Cleaned up the Resources/Programming introduction<br /><strong>26 March 2013:</strong> Added a link to Resources/Art/Blender<br /><strong>22 March 2013:</strong> Initial release]]></description>
		<pubDate>Fri, 22 Mar 2013 07:46:04 +0000</pubDate>
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		<title>Social Media Handbook Policy</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/social-media-handbook-policy-r2979</link>
		<description><![CDATA[<h1>Introduction</h1><br />
So, you are an indie game developer getting close to releasing your first game. Or maybe you are a large company that is ready to launch your next triple-A title. Perhaps your employees have already started talking about your games on Facebook, Twitter, or on their personal blogs. And maybe you are starting to wonder if your employees' online actions can impact your game's success.<br />
<br />
Now you are thinking about whether you should revise (or have?) a social media handbook policy. In the game industry, most employees are very tech savvy, so you want to have some sort of policy regulating their social media usage, right? If so, read on for guidance on how to draft your policy with federal labor law and the Federal Trade Commission's guidelines in mind.<br />
<br />
Please note that this article applies to employers in the United States (basically, where the NLRB has jurisdiction). <br />
<br />
<h1>Federal Labor Law</h1><br />
Federal labor law applies to both unionized and non-unionized workplaces. This impacts all companies regardless of company size, with limited exceptions. Federal labor law gives employees the right to engage in activities, such as discussing their wages and criticizing their company, which could lead them to improve their working conditions or form a union.<br />
<br />
The National Labor Relations Board (NLRB), the federal agency that safeguards employees' rights to unionize, says that social media is a viable method of forming a union. Therefore, if a company's social media policy is too broad (for example, "do not disparage or damage the company online"), then the company risks violating federal labor law because its social media policy might inadvertently restrict its employees' rights to unionize.<br />
<br />
<h1>The FTC's Endorsement Guidelines</h1><br />
Companies should also keep the FTC's endorsement guidelines in mind -- specifically, the requirement for the disclosure of "material connections" between companies and advertisers/endorsers. Being an employee of a company counts as a material connection (an "endorser") that has to be disclosed.<br />
<br />
An employee may not directly receive payment or benefits for writing about the company and its products like an advertiser would; nevertheless, the employee's job security may depend on the company's success. Therefore, a violation of these guidelines would include an employee who tweets that your game is "the best game ever" without disclosing that she works for your company.<br />
<br />
<h1>Potential Conflict?</h1><br />
Companies cannot have policies that completely forbid their employees from posting "endorsements" of their products and services online because this could conflict with federal labor law. For example, a policy stating, "Do not use social media to discuss anything related to the company and its products/services" is too broad and may signal to employees that they cannot engage in unionization activities.<br />
<br />
At first, the NLRB rule and the FTC's guidelines seem like they conflict with each other. On one hand, the NLRB says that a company cannot have a policy that is too restrictive of its employees' social media usage, but then the FTC says that a company should regulate its employees' social media activities. So, what should a company's handbook policy regarding social media usage be? And how can an employee safely talk about their company's upcoming game or hardware via social media?<br />
<br />
Luckily, there is a way to comply with both rules: have a policy stating that employees are advised to (or must) disclose their relationship to the company when promoting and endorsing its games/hardware via social media. Such a policy is narrow enough that employees will not think that the policy intends to restrict their unionization activities, yet the policy still encourages compliance with the FTC's guidelines.<br />
<br />
How can an employee properly disclose their employment relationship? The good news is that the FTC's guidelines do not require employees to use any special language when disclosing their employment relationship as long as the disclosure is clear and conspicuous. A simple statement such as "I work for Company X and we just released [insert name of awesome new game] and it's awesome" is sufficient. And for Twitter, which limits users to just 140 characters, even a simple hashtag is sufficient (e.g., #microsoftemployee or #ad).<br />
<br />
Just make sure that the audience is aware of the employment relationship! It is probably not enough for an employee to have a general disclosure on their "about me" page (or list the company as their place of employment on Facebook/Twitter) or assume that their social media followers know whom they work for and what games/hardware their company and its affiliates produce. To be completely safe, an employee should directly disclose their employment relationship within each separate post that endorses their company's products.<br />
<br />
<h1>Additional Suggestions Based on Federal Labor Law</h1><br />
In addition to recent NLRB cases, the NLRB has also offered extensive guidance through its Acting General Counsel's reports, which explain the NLRB's current position on social media. Unlike a regular NLRB case, not everything in these reports is the law yet. However, the reports are still very useful because they offer companies cautionary guidance and are very likely to become the law in the near future. Foremost, the reports reiterate that handbook policies must not be too broad; otherwise, employees will think that their right to engage in unionization activities is also being restricted. The reports contain additional useful advice, which I have summarized below.<br />
<br />
Give the policy some context: A policy can restrict certain social media activities if the policy provides enough context that employees know that the policy is not meant to restrict their unionization activities. Therefore, a company should try to explain the business purpose behind their policy. The examples below give their respective policies the appropriate context and are therefore lawful.<br />
<br />
"Employees may not use social media to post or display comments about coworkers or supervisors or the employer that are vulgar, obscene, threatening, intimidating, harassing, or a violation of workplace policies against discrimination, harassment, or hostility on the account of age, race, religion, sex, ethnicity, nationality, disability, or other protected class, status, or characteristic."<br />
<br />
"Employees may not use or disclose confidential/proprietary information that is necessary to ensure compliance with securities regulations and other laws."<br />
<br />
"Employees must maintain the confidentiality of company trade secrets and private or confidential information. Trades secrets may include information regarding the development of systems, processes, products, and technology. Do not post internal reports, policies, procedures or other internal business-related confidential communications online."<br />
<br />
"Promotional Content: Employees may not refer to the employer by name or publish promotional content. Promotional content is defined as content that is designed to endorse, promote, sell, advertise, or otherwise support the employer and its products and services." (Yes, this company policy was meant to comply with the FTC's endorsement guidelines, too.)<br />
<br />
Provide definitions: Be sure to define ambiguous words that employees could mistakenly believe are restricting their unionization activities. For example, the term "inappropriate communication" could refer to sexual harassment, but it could also refer to communications about wages (which the NLRB explicitly protects) if the term is not properly defined.<br />
<br />
There are many other words that also require definitions: misleading, untrue, inaccurate, sensitive, confidential, proprietary, non-public, private, personal, inflammatory, disrespectful, unprofessional, dishonest, unreasonable, objectionable, offensive, demeaning, abusive, damaging, embarrassment, harassment, and defamation. This is not an exhaustive list. When in doubt, define the word clearly.<br />
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Use examples: In addition to defining ambiguous words, provide examples. For instance, explain that the term "inappropriate communications" refers to activities such as "displaying sexually-oriented material" or "revealing trade secrets."<br />
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<strong>Do not</strong> require employees to be courteous and avoid conflict when using social media. Employees could interpret such "courtesy policies" as restricting their unionization activities because discussions about unionization are often heated and cause conflict. Instead, be sure to clarify what kind of conduct is not appropriate (e.g., using profanity) through proper definitions and context.<br />
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<strong>Do not</strong> restrict employees from posting about certain topics that federal labor law normally allows them to discuss, such as wages and other terms and conditions of their employment.<br />
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<strong>Do not</strong> restrict employees from using social media at work. Federal labor law allows employees to engage in unionization activities while on company premises as long as employees do it during non-work time (e.g., lunch) and in non-work areas (e.g., outdoor picnic area).<br />
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<strong>Do not</strong> restrict employees from using the company's name, address, or other information on their online profiles (e.g., Facebook) because such profiles serve as a way for employees to find one another online and possibly communicate about unionization activities.<br />
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<strong>Do not</strong> restrict employees from posting pictures of your company's logo, uniforms, etc. because this also restricts employees from posting about their union activity (e.g., posting pictures of coworkers at a union rally wearing pro-union T-shirts that depict the company's logo).<br />
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<strong>Do not</strong> restrict employees' communication with the public and press via social media because federal labor law protects these kinds of communications.<br />
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<strong>Do not</strong> require employees to explicitly state that whatever they post is their personal opinion every time that they post anything about the company (e.g., "Company XYZ doesn't provide us proper benefits. This is my personal opinion, not that of the company").<br />
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<strong>Do not</strong> require an employee to get approval before they can identify themselves as an employee online.<br />
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But you may require employees to get the company's permission before they post something on behalf of the company or post something that people could think came from the company directly.<br />
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<strong>Do not</strong> restrict employees from becoming Facebook friends with one another or communicating with one another via social media.<br />
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But you may have a policy that prevents employees from pressuring their coworkers into connecting or communicating with them via social media. Just be sure that the policy clearly applies only to harassing conduct and does not restrict employees from contacting one another for the purpose of engaging in unionization activities.<br />
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<strong>Do not</strong> require employees to discuss work-related concerns with their supervisors or managers before they air their frustrations online.<br />
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But you may suggest that employees should first try to resolve their work-related concerns using internal company procedures.<br />
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<strong>Do not</strong> rely on a disclaimer to fix an overly broad social media policy that lacks appropriate definitions and context. For example, one company had a disclaimer in their policy stating, "This policy will not be interpreted or applied so as to interfere with employee rights to self-organize, form, join, or assist labor organizations, to bargain collectively through representatives of their choosing, or to engage in other concerted activities for the purpose of collective bargaining or other mutual aid or protection." The NLRB says that this may still conflict with federal labor law because employees may not understand what this statement means and will nonetheless think that they are not allowed to engage in unionization activities. In other words, err on the side of being more specific.<br />
<br />
That is a lot to take in, so how do you begin? The NLRB has graciously included a full sample of a social media policy in its third report ("It's dangerous to go alone! Take this!"), which is available <a href='http://www.nlrb.gov/reports-guidance/operations-management-memos' class='bbc_url' title='External link' rel='nofollow external'>here</a>. Search for the Operations Memorandum 12-59 published on May 30, 2012; the sample is on pages 22-24. Use this sample as a starting point and remember to also keep in mind the FTC's guidelines that I mentioned earlier. Happy drafting!]]></description>
		<pubDate>Thu, 21 Mar 2013 03:21:05 +0000</pubDate>
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		<title>Peter Molyneux: How to get a job in games development • Interview • Eurogamer.net</title>
		<link>http://www.gamedev.net/page/resources/_/business/breaking-into-the-industry/peter-molyneux-how-to-get-a-job-in-games-development-%e2%80%a2-interview-%e2%80%a2-eurogamernet-r2881</link>
		<description></description>
		<pubDate>Fri, 24 Feb 2012 17:17:29 +0000</pubDate>
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		<title>Unite 2011</title>
		<link>http://www.gamedev.net/page/resources/_/business/435/unite-2011-r2834</link>
		<description><![CDATA[<p class='bbc_center'> <a class='resized_img' rel='lightbox[2535b0fa50dce32aef2a2a24980136e2]' id='ipb-attach-url-6331-0-19022100-1368830017' href="http://www.gamedev.net/index.php?app=core&module=attach&section=attach&attach_rel_module=ccs&attach_id=6331" title="Screen shot 2011-11-15 at 10.25.48 PM.png - Size: 196.82K, Downloads: 271"><img src="http://uploads.gamedev.net/monthly_12_2011/ccs-8549-0-08488900-1323192168_thumb.png" id='ipb-attach-img-6331-0-19022100-1368830017' style='width:250;height:114' class='attach' width="250" height="114" alt="Attached Image: Screen shot 2011-11-15 at 10.25.48 PM.png" /></a><br /></p><span style='font-size: 12px;'><br />Unity's annual developer conference, <a href='http://unity3d.com/unite/' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Unite</span></a>, drew over 1200 attendees this year and offered 40 talks on shader programming, console developing, post-mortems from development teams, and much more. Ex-Blizzard exec David Brevik gave a keynote about staying on the cutting edge of game design. The talk's takeaway tagline, "What Would Nintendo Do?" referred to their ability to design games perfectly suited to a platform's strengths and weaknesses. He urged developers to be sensitive to a game's zeitgeist (input types, network connectivity, distribution models, graphics capabilities) and projected the next frontiers of game development to be AAA-quality browser games, mobile devices, cloud gaming, and free-to-play games.</span> <br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Unity also announced a major set of feature updates for Spring 2012. They also gave some numbers for their popular Asset Store and announced their "AAA Initiative" aimed at providing support for larger, high-quality game projects.</span><br /><br /><p class='bbc_center'><object>
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</object><br /><span style='font-size: 12px;'><a href='http://www.design3.com/events/2011/design3-at-unite-11' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Click here</span></a> to view more event footage by design3.</span><br /></p>&nbsp;&nbsp; <br /><br /><span style='font-size: 18px;'>&nbsp;&nbsp;<strong class='bbc'>New Features</strong></span><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>The next version of Unity, 3.5, is currently in beta development. Some of these features will be available in that version, and others will be released as they become ready.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Social API</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Unity will provide a cross-platform social API for integration of leaderboards, achievements, chat systems, and friends. Support for the iOS Game Center will be available in 3.5, with support for Facebook and XBox/PS3's native social system added in the future. OpenFeint support is also possible, but the onus is on them to provide a solution using Unity's new API.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Analytics</span></em> <br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>In-game analytics can be used to enhance monetizing as well as to track player behavior and improve game design. Unity demoed an in-editor "heat map" that showed the parts of a game level at which players were traveling, dying, and quitting the game most often, giving developers valuable insight as to how players are experiencing their games. The analytics server will be hosted by Unity, taking the burden of building and scaling such a server off of a developer's shoulders.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>In-app Purchase</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Many free-to-play games are more lucrative that their paid-for counterparts. Even Infinity Blade, a $6 game in a market dominated by $1 games, makes 40% of its money from in-app purchases (IAPs). Unity will add a cross-platform IAP solution that ties into its new social and analytics features and is fully integrated into the existing editor. This should provide a boon to developers looking for alternate ways of monetizing their games.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Flash Output</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Unity has a working version of a Flash build option that outputs a SWF just like any other Flash authoring software. It will also support the creation of a Flash-authored UI that can be placed over the Unity-generated SWF if you'd rather use Flash for your UI, create your own preloader, or use a Flash debugger. This works by translating javascript and C# into ActionScript before building to SWF. Not all Unity features (including many .NET libraries) will be supported at launch, but access to Flash's implementation of those features will be provided instead. For example, RakNet will not be supported, but access to Flash networking solutions will be. For a more detailed look at Unity's Flash option, check out design3's recap of Unite 2011's Flash Day.</span> <br /><br /><br /><span style='font-size: 18px;'>&nbsp;&nbsp;<strong class='bbc'>AAA Initiative</strong></span><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Many upcoming features revolve around Unity's desire to better support AAA game development. The ability to accommodate larger projects with larger teams and higher production standards is a priority in all of the following feature updates. In spite of this AAA focus, accessibility and usefulness for smaller projects remains at the heart of Unity's growth philosophy. Games like Bladeslinger and Shadowgun recently used many of these features to impressive effect.</span><br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>LOD Support</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Automatic LOD scaling will be added, meaning that models will be automatically tessellated at user-defined distance thresholds. LOD modeling has traditionally meant that artists had to create 3D art at varying quality levels to optimize performance of models that were far away from the camera. Auto-tessellation means that the engine handles this at build time and auto-switches between LODs at runtime. Unity's implementation of this uses renderers as well as meshes, meaning a developer could use a cloth renderer up close and switch to a low poly mesh at a distance.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Pathfinding</span></em> <br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>NPC pathfinding is a pretty advanced AI feature that allows computer-controlled characters to navigate automatically around an environment. Unity's solution voxelizes the game environment and generates a navmesh wherever a character can walk. A developer simply has to set the NPC's destination and the pathfinding system will do the rest of the work. Environment planes at different heights can be manually seamed together into a single navmesh if ladders or teleporters are used, but slope limits and max jump heights can be used to automatically set jumping and climbing paths over ledges and stairs.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Crowd Simulation</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Unity's new crowd simulation tool is an extension of the pathfinding system by which crowds of NPCs detect each others' paths and intelligently adjust their own to save energy. This feature is definitely breaking new ground in terms of out-of-the-box game engine features, as this doesn't exist natively in any other engine at the moment.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Team Scaling Tools</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Perforce and SVN integration have been added via a built-in editor UI. Perforce and SVN are two of the most popular asset and version control softwares on the market and use sophisticated text merging algorithms to accommodate multiple check-outs of the same piece of code. Unity has changed their scene files to be text-based, meaning they will be able to be successfully merged by these versioning softwares.</span><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>A cache server has also been added to allow for a "smart" import of assets to save time. Assets will also be able to be committed directly from within the Unity editor.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Occlusion Culling</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Optimizations to the occlusion culling system have been added, making the compilation of occlusion data up to 1600% faster than before. There's also live in-editor feedback as to which models are occluded based on the camera's current position. "Portals" can also be added now, giving developers the ability to change occlusion information based on an open or closed door or window shade. You can view a tutorial of how to use Unity's occlusion culling system here.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Directional Lightmaps</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Directional lightmaps allow normal maps to adhere to lightmap data, making specular and bump surfaces live up to their fullest potential in lightmapped environments.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Lightprobes</span></em> <br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Lightprobes have been used for years in cinema visual effects and open up huge graphics possibilities for Unity. Previously, if a character was in a lightmapped scene, it would appear to be lit from a totally different light source than the rest of the environment. It wouldn't react to areas of light, shadow, color, or any parts of the environment that didn't use a dynamic light. Lightprobes tetrahedrize the space and encode lighting info from every direction at that point. It can then apply that data to the textures on a moving model. When a model exists between two lightprobe areas, the data is interpolated.&nbsp;&nbsp;</span> <br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>This results in some seriously amazing results. Shadowgun is a first-person shooter that used this tool to achieve 60fps on an iPad 2 with graphics that look absolutely first-class. Dynamic reaction to muzzle flashes, diegetic light sources, and emissive surfaces were all present, and not a single dynamic light was used.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Gamma-correct Rendering</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Light calculations can now optionally be performed in linear space and translated into gamma space (what monitors use) later. Specular surfaces will no longer get blown out, and textures look more realistic in general. Halo 3 and Uncharted are performing lighting calculations this way, and it may prove to be the future of video game lighting.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>HDR</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>HDR support will be added, allowing areas of the environment with dramatically different light levels to intelligently coexist in-camera (such as a bright sunny outdoors viewed from the mouth of a dark, torch-lit cave).</span><br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>GPU Profiler</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>The new GPU profiler will complement the existing CPU profiler, letting developers see, on a per-object level, how GPU performance is being impacted.</span>&nbsp;&nbsp; <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Performance Optimizations</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Multithreaded rendering and modified memory allocations in Unity 3.5 will result in an out-of-the box performance improvement of between 10% and 300%.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Particle System Updates</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>The 3.5 particle system is curve driven, giving developers control over most of the 100+ parameters over the lifespan of a particle. There's also a time scrubber, live editor feedback to changes, and a mesh emitter that allows 3D meshes to be used in addition to the existing 2D plane support. 3D meshes from a particle emitter can even cast shadows, just as any other mesh in the game.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Mic and Webcam Input</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Access to a device's microphone and webcam will be natively supported on all platforms, including mobile phones.&nbsp;&nbsp;</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Advanced Audio Access</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Unity will now allow access to audio buffers, which will allow development of games that rely heavily on audio control and interaction. This will also allow for the creation of custom audio filters.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Find Scene Dependencies</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>Developers will now have the ability to look at an asset and get a list of scenes that use it, letting them optimize or clean up their projects.</span> <br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>Minor Prefab Updates</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>You can now add a component to a prefab instance without breaking the connection to a prefab.</span><br /><br />&nbsp;&nbsp;<em class='bbc'><span style='font-size: 12px;'>GUI Update</span></em><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>There were no demos of a new GUI system as they weren't in a polished enough state to show off. Whether or not a GUI update makes it into 3.5 is anyone's guess, but it is on its way.</span><br /> <br /><br /><span style='font-size: 18px;'>&nbsp;&nbsp;<strong class='bbc'>Unity's Asset Store</strong></span><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>There are almost 2000 asset packages available in the <a href='http://unity3d.com/unity/editor/asset-store' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Unity Asset Store</span></a>, allowing developers to round out their skill set by buying assets from other members of the community. Artists can buy code, coders can buy art, and content creators of all types can make money. The top 15 Asset Store sellers average $5000 per month, with $140,000 in total sales occurring in September 2011 alone. The newest version of the Asset Store allows users to preview assets live in their game before purchasing.</span><br />&nbsp;&nbsp; <br /><br /><span style='font-size: 18px;'>&nbsp;&nbsp;<strong class='bbc'>What is Unity?</strong></span><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;	<a href='http://www.unity3d.com/' class='bbc_url' title='External link' rel='nofollow external'><span style='color: windowtext'>Unity</span></a> is a game engine that integrates many middlewares into a single "unified" software tool. It allows for development in javascript, C#, and Boo, and builds to PC, Mac OS, iOS, Android, XBox 360, PS3, Wii, a proprietary web player, and now Flash. Mainly used for video games, Unity also has applications in architectural visualization, serious games and educational simulations, and web app development.</span><br /><br />&nbsp;&nbsp;<span style='font-size: 12px;'>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;	The central concepts are "game objects" and "components." A game object is a focal point for functionality, and a component is a unity of functionality that can be attached to game objects. Components include Transforms (position and rotation), mesh renderers, colliders, and all custom scripts. By developing with this in mind, a more aspect-oriented approach can be taken rather then the conventional object-oriented/inheritance approach.<br /><br /><hr class='bbc' /><br /><br /></span><p class='bbc_center'><a href='http://www.design3.com/contests/dev-ember' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src='http://members.gamedev.net/gaiiden/giveawayleaderboard.jpg' alt='Posted Image' class='bbc_img' /></span></a><br /><p class='bbc_left'>&nbsp;&nbsp;<br /><br />design3 is celebrating game development this "Dev-ember" (December) by offering 50% Off memberships and giving away prizes worth over $2,500 all month long. Prizes include: Xperia™ PLAYs (on the Verizon Network), Kinects for Xbox 360, games, design3 memberships and exclusive design3 T-shirts. Learn more about the month long <a href='http://www.design3.com/contests/dev-ember' class='bbc_url' title='External link' rel='nofollow external'>design3 "Dev-ember" giveaways</a>.<br /> </p></p>]]></description>
		<pubDate>Tue, 06 Dec 2011 17:14:45 +0000</pubDate>
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		<title>GDC Online 2011</title>
		<link>http://www.gamedev.net/page/resources/_/business/435/gdc-online-2011-r2830</link>
		<description><![CDATA[&lt;center&gt;&lt;a&nbsp;&nbsp;href="<a href='http://www.facebook.com/media/set/?set=a.10150331887417443.338249.20678292442&type=1&l=e6523df99a%22&nbsp;&nbsp;title=%22Click' class='bbc_url' title='External link' rel='nofollow external'>http://www.facebook.com/media/set/?set=a.10150331887417443.338249.20678292442&type=1&l=e6523df99a"&nbsp;&nbsp;title="Click</a> for gallery" target="_blank"&gt;&lt;img&nbsp;&nbsp;src="<a href='http://uploads.gamedev5.net/gallery/album_312/gallery_8549_312_129136.jpg%22&nbsp;&nbsp;width=%22640%22&gt;&lt;/a&gt;&lt;/center&gt;' class='bbc_url' title='External link' rel='nofollow external'>http://uploads.gamedev5.net/gallery/album_312/gallery_8549_312_129136.jpg"&nbsp;&nbsp;width="640"&gt;&lt;/a&gt;&lt;/center&gt;</a><br />It was great to be back in Austin for another round of <a href='http://www.gdconline.com/' class='bbc_url' title='External link' rel='nofollow external'>GDC Online</a>. The weather was great, the BBQ was scrumptious, the people were excellent company and the sessions overflowed with knowledge. If you were unable to attend - not to worry because as usual the media has done an excellent job writing up summaries of the various lectures that took place over the 4 days the conference was in town. For me, most of the conference was spent out of sessions talking to and meeting with people but I did make sure to catch some of the Game Career Guide seminars - those are always good stuff. Be sure to check out the Facebook photo gallery for a look at both the conference and the <a href='http://www.gdconlineawards.com/http://www.gdconlineawards.com/' class='bbc_url' title='External link' rel='nofollow external'>2nd Annual Game Developers Choice Online Awards</a> show.<br /><br /><strong class='bbc'><span style='font-size: 18px;'>Main Conference Coverage</span></strong><br /><br /><a href='http://www.gamasutra.com/gdco-2011/' class='bbc_url' title='External link' rel='nofollow external'>Coverage by Gamasutra</a><br /><a href='http://kotaku.com/gdc-online/' class='bbc_url' title='External link' rel='nofollow external'>Coverage by Kotaku</a><br /><br /><span style='font-size: 18px;'><strong class='bbc'>Game Career Guide Sessions Slides/Tweets</strong></span><br /><br /><strong class='bbc'><span style='font-size: 12px;'>Jim Rivers (Obsidian) - What to Do Right on a Resume, Cover Letter and Website</span><br /><br /></strong><a href='http://members.gamedev.net/gaiiden/JimRiversGDCO.zip' class='bbc_url' title='External link' rel='nofollow external'>Download lecture slides</a><strong class='bbc'><br /></strong><br /><strong class='bbc'>Tweets from @</strong><a href='http://twitter.com/#%21/gdevnet' class='bbc_url' title='External link' rel='nofollow external'><strong class='bbc'>gdevnet</strong></a><br /><strong class='bbc'><br /></strong>just out of college? Look into functional resumes. The more common chronological resume is best after a few yrs employment<br /><br />tailor resume to company/position, 1 page, easy download (PDF, doc), SPELL CHECK (have others do it for you 2), web link visible<br /><br />easy resume download/access is a big key - if resource ppl can't get it easy, they won't even bother *trying*<br /><br />don't try and "bulk up" to cover lack of experience. No logos. No crazy&nbsp;&nbsp;fonts. Don't send as .JPG or .AI. Address to right company!<br /><br />contact info - no nicknames or gamertags. Do not use nickname for email either. Have professional voicemail for contact #!<br /><br />Jim looks at skills more than anything else. List skills (tables are your friend) under objective/title after contact info<br /><br />put job title in bold only, company largely irrelevant. List recent position first. Include any beta testing if lacking work xp<br /><br />ok to fanboy in cover letter - be restrained. Research company (history, people, games). Say what you can bring to team<br /><br />jim's gotten 10pg cover letters. Don't tell your life story k? 1pg.&nbsp;&nbsp;Don't beg or plead. Again make sure address to right company!<br /><br />cover letter 3 paragraphs - Intro: create interest. Body: why work for&nbsp;&nbsp;company? (kiss ass section) Closing: ask for interview opp<br /><br />Jim likes cover letters addressed to him - shows research of company. Always wrap up with "thank you for your time"<br /><br />put your best work on site, don't overload it with *everything*. Clearly&nbsp;&nbsp;ID it as your website (name, title). Visible resume link<br /><br />putting WIP stuff on site can be iffy, some Directors think it shows you can't complete stuff, even when labeled as WIP<br /><br />it's worth taking time to ensure what's displayed on your site is related to studio you are applying to as well<br /><br />again, HR has very little time, tons of resumes. If they have the&nbsp;&nbsp;tiniest trouble finding stuff on ure site, they will just move on<br /><br />artists date your work so it can be seen if you're active recently and working your skills<br /><br />don't expect ure *entire* 3-5 min (hopefully no longer) demo reel to be&nbsp;&nbsp;seen. Best work upfront! Don't try & show skill progression<br /><br />you can't just call yourself a "programmer" anymore. Know what kind of&nbsp;&nbsp;programming you do and list that (AI, tools, graphics, etc)<br /><br />same for 3D artists - various disciplines, define yours. Show both low&nbsp;&nbsp;& high poly work. Texture management is good to showcase<br /><br />additionally, I'd recommend putting 'time to complete' on each work. (via @<a href='http://twitter.com/#%21/nuclearfossil' class='bbc_url' title='External link' rel='nofollow external'>nuclearfossil</a>)<br /><br />Also, know the difference between a software architect, engineer, and developer. (via @<a href='http://twitter.com/#%21/CymonsGames' class='bbc_url' title='External link' rel='nofollow external'>CymonsGames</a>)<br /><br />note to concept artists! took Jim 5 months to find a good conceptual environment artist. Everyone wants to do character concept<br /><br />If u have the *work* experience, can go 2pgs as long as it relates RT @<a href='http://twitter.com/#%21/theLegACy99' class='bbc_url' title='External link' rel='nofollow external'>theLegACy99</a> I really need to learn creating a 1-page resume -.-<br /><br /><span style='font-size: 12px;'><strong class='bbc'>Lindsey McQueeny (38 Studios) with Jim Rivers - How NOT to Get a Job in the Game Industry</strong><br /><br /> </span><a href='http://members.gamedev.net/gaiiden/McQueeneyGDCO.pdf' class='bbc_url' title='External link' rel='nofollow external'>Download lecture slides</a><strong class='bbc'> <br /></strong><br />Tweets from this lecture as well as other tidbits of information spoken by Lindsey and Jim have been annotated to the PDF document of slides&nbsp;&nbsp;<br /><br />Thanks to Jim and Lindsey for making these slides available!]]></description>
		<pubDate>Fri, 28 Oct 2011 15:19:45 +0000</pubDate>
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		<title>New York Games Conference 2011</title>
		<link>http://www.gamedev.net/page/resources/_/business/435/new-york-games-conference-2011-r2826</link>
		<description><![CDATA[<p class='bbc_center'> 						&lt;center&gt;&lt;a&nbsp;&nbsp; href="<a href='http://www.facebook.com/media/set/?set=a.10150331883022443.338244.20678292442&type=1&l=d193b9879c%22&nbsp;&nbsp;' class='bbc_url' title='External link' rel='nofollow external'>http://www.facebook.com/media/set/?set=a.10150331883022443.338244.20678292442&type=1&l=d193b9879c"&nbsp;&nbsp;</a> title="Click for gallery"&gt;&lt;img&nbsp;&nbsp; src="<a href='http://uploads.gamedev5.net/gallery/album_307/gallery_8549_307_118788.jpg%22&nbsp;&nbsp;' class='bbc_url' title='External link' rel='nofollow external'>http://uploads.gamedev5.net/gallery/album_307/gallery_8549_307_118788.jpg"&nbsp;&nbsp;</a> width="640"&gt;&lt;/a&gt;&lt;/center&gt;<br /><p class='bbc_left'>&nbsp;&nbsp;The New York Games Conference is focused very heavily on the business aspects of mobile and social game development. Given the prevalence of techniques from mobile and social migrating to console gaming, it is useful for game developers of all interests to learn the terms and acronyms common in this space, such as MAU, DAU, ARPU, K-factor and many more, as well as learn how game developers are shaping ongoing relationships with their players in social and mobile games.<br /><br />&nbsp;&nbsp;To summarize several of the main points discussed during the day: the sector is maturing and there is less room for small start-ups, major industry players have staked out territory in social and mobile game development, there is a large difference between the skillset needed to make the game initially and to manage the ongoing game design tasks and metric analysis after launch, the task of having potential players discover your game is difficult given the state of the app stores and recent limitations of viral promotion of games, and the choice of which platform for which to develop your game needs to be driven by factors deeper than a summary statistic such as adoption rate.<br /><br /><strong class='bbc'><span style='font-size: 12px;'>Acronyms and terms</span></strong><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>Metrics</span></strong><span style='font-size: 10px;'> – data collected to inform the effectiveness of design decisions and to drive ongoing feature development of games deployed on social networks</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>MAU</span></strong><span style='font-size: 10px;'> – monthly active users -&nbsp;&nbsp;a measure of how popular a game is. At its peak Zynga’sCityville had over 100 million MAU as compared to World of Warcraft’s11.4 million active subscribers in May 2011</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>DAU</span></strong><span style='font-size: 10px;'> – Daily active users – a measure of the ‘stickiness’ of the game play, drawing players back to the game repeatedly as well as a way to examine the effectiveness of viral touch points and marketing campaigns</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>ARPU</span></strong><span style='font-size: 10px;'> – Average revenue per user – a measure of how well the company is monetizing the game play across the user base. ARPUs in the range of 4 to 8 cents are commonplace</span><br /><br />&nbsp;&nbsp;<span style='font-size: 10px;'>K-<strong class='bbc'>factor</strong>–A measure of a game’s success at viral marketing as a means of expanding its userbase. A K-factor of 1 designates that each register user will bring 1 new registered user in to the game (who will in turn bring in another user and so on.) For more details see <a href='http://www.stateofsearch.com/social-gaming-the-next-web-economy/' class='bbc_url' title='External link' rel='nofollow external'>http://www.stateofse...xt-web-economy/</a></span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>Touch points</span></strong><span style='font-size: 10px;'>–These are areas in your game design that utilize the interaction between the player, your game implementation and the social features allowed by the underlying platform API to help drive notifications about the player’s achievements out to her social graph</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>Discovery–</span></strong><span style='font-size: 10px;'>The process by which a potential player learns of, searches for and finds your game. Current app stores are very bad at this.</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>Virality</span></strong><span style='font-size: 10px;'>–A measure of how well the attracts new users by the game play either causes the player to advertise the existence of the game to her friends or how well the game utilizes the platform API to advertise the existence of the game to its friends</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>Cloud gaming</span></strong><span style='font-size: 10px;'>–A new game distribution paradigm where the game runs completely on servers, including video frame rendering, and the client is used simply to handle input reads and displaying video streams</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>Mid-core</span></strong><span style='font-size: 10px;'>–A game genre emerging on social network platforms that utilizes the social media platform but incorporates higher strategic demands upon its players</span><br /><br />&nbsp;&nbsp;<strong class='bbc'><span style='font-size: 10px;'>UDID</span></strong><span style='font-size: 10px;'> – Unique Device Identifier. Deprecated by Apple for future iOS game development, leading mobile developers to seek new methods of tracking players for metrics collection..</span><br /><br /><strong class='bbc'><br /><span style='font-size: 18px;'>Notes from the sessions<br /></span></strong><br /><strong class='bbc'><span style='font-size: 12px;'>The State of the Games Industry - View From The Top </span></strong><br /><br />&nbsp;&nbsp;The first session attended was titled “A View from the Top” and was designed to let mobile and social game company executives discuss what the perceived as the direction the industry was headed. The panel was made up of Matt Hulett, GameHouse (Real Networks); OwaisFarooqui,&nbsp;&nbsp;Atari;&nbsp;&nbsp;Julie Shumaker, RockYou; Sean Spector,&nbsp;&nbsp;GameFly; Omar Abdelwahed, Ubisoft Entertainment and was moderated by&nbsp;&nbsp;Eric Goldberg, Crossover Technologies.<br /><br />&nbsp;&nbsp;The discussion was lively as Goldberg kept the panelists on their toes. He started by asking if there was still room for start-ups to be successful in the social network games space. The panel advised that the bar has been raised quite high for a game entering this market. They thought there is still room for small developers to find a niche market and serve it well, but that the gold rush years were behind us. The panelists mentioned that there are still under-served markets in the social network games space, and that oddly enough, it is the market of 18-34 year old males that is so well served in other sectors of the industry. The game company, Kabam!, has emerged as a leader in the newly emerging mid-core game space by building games on Facebook that require more strategic decisions of their players. <br /><br />&nbsp;&nbsp;Goldberg also asked the panel about the choice of mobile platform development and whether there was more opportunity in the emerging Android market. Across the board the panel agreed that no matter which mobile device you choose to develop for, the prime hurdle to overcome is discovery, getting players to find your game. The game stores serve developers quite poorly in this regard. Short of being in the top ten for the category that your game is in, it is very difficult to build awareness of your masterpiece with potential buyers. Farooqui drew a comparison with traditional game retail saying that in this environment there is no way to buy prime locations. There are no aisle ‘end-caps’ in a virtual store, just a single very long shelf. The volume of products available makes it extremely difficult for any game to rise up to become an industry standard. And once one does, such as Angry Birds, it tends to stay at the top, reducing the likelihood of other games drawing players. <br /><br />&nbsp;&nbsp;When asked to compare the development opportunities on iOS versus Android, the panel was surprisingly cautious about Google’s platform. Everyone acknowledged that Android has momentum, but the challenge from a development perspective is the lack of a unified hardware platform and single store. From a development perspective, these leaders see the Android platform as bringing back the ‘bad old days’ of mobile development with developers needing to cut deals with multiple distribution channels and to support a multitude of hardware specifications.<br /><br />&nbsp;&nbsp;They acknowledged that Google’s handling of Android was what the platform needed at this time, an openness that allows content to easily be developed, but predicted that it is likely that the search giant will need to shift gears in the future to a more curated market place. However, the panel was also interested to see how Google would act as a publisher. Both Facebook and Apple take a portion of every sale. Shumaker bemoaned the fact that this was the only business model those companies were set up to do. The idea of Google potentially offering a greater share of income to developers by leveraging its impressive ad serving capabilities clearly is keeping these executives from discounting a future with Android.<br /><br />&nbsp;&nbsp;When Goldberg asked about the apparent lack of innovation in the space Abdelwahed (Ubisoft) was unapologetic. For these leaders the perceived future in the social network space is going to be traditional industry players bringing their IP over from consoles and PC gaming. Shumaker was quick to point out that the innovation is taking place after launch, not necessarily in the initial development. While it is important to have a solid game, she stated that the skillsets needed before launch and after launch, where the game is running as a persistent service, are significantly different. Before launch there are all of the needs for designing game play and infrastructure but once the game is in the players’ hands, there is a greater need to focus on how users are playing the game and to tune the game play and to introduce features to increase retention and to monetize the player experience. <br /><br />&nbsp;&nbsp;If the perceived closing of the space is discouraging, there is a silver lining for developers looking to carve out a business for themselves. The market is still young and the infrastructure to make these products easy to implement and manage is yet to be built. There is tremendous opportunity for those looking to build the core technologies for this market segment. All of the panelists were interested in seeing greater use of HTML5 to drive discovery and if someone can create a better virtual store-front, there will a huge market for your product.<br /><br />&nbsp;&nbsp;Finally, it is useful to remember that Social and Mobile game production techniques are moving in to other game segments as publishers and developers outside of this space look to capitalize on the monetization models that have proven successful and produced industry juggernauts over the past three years.<br /><br /><strong class='bbc'><span style='font-size: 12px;'>Debate Club: Is there a need for portable consoles like&nbsp;&nbsp;PS Vita or Nintendo 3DS after the meteoric rise of iOS and Android&nbsp;&nbsp;smartphones?</span></strong><br /><br />&nbsp;&nbsp;&nbsp;&nbsp;<span style='font-size: 10px;'>The next session pitted </span><span style='font-size: 10px;'>Gene Hoffman, CEO, Vindicia and Alex. St. John, CEO, Hi5 supporting the need for portables against Andrew Schneider, President, Live Game rand Teemu Huuhtanen, EVP, Sulake Corporation (Habbo) who argued the supremacy of the smartphone and eventual demise of the dedicated portable.</span><br />&nbsp;&nbsp; An informal poll was taken before the session with half of the respondents supporting the pro console side and half coming down on the smartphone side of the debate.<br /><br />&nbsp;&nbsp;Arguing for the pro side Hoffman and St. John scored points by playing to parents’ fears, stating that as long as they are used as digital babysitters, there will be a market for devices that are a safe sand box. They asked “Do you want your child to possess a device that is constantly connected to everything the internet has to offer?” Furthermore, they posited, “aren’t there some things on your phone you would rather your children not see.” <br /><br />&nbsp;&nbsp;Gaining momentum and seriousness, they also argued that some games shouldn’t be controlled via a touch interface. Dedicated control buttons and sticks still have a place in the world of 3D navigation and shooter style gameplay. They then returned to the reality of the business of game development and pointed out that targeting a known hardware specification was much easier than dealing with the severe fragmentation in the Android market and that there was not a clear path to successfully earning a living on the smartphone platforms for the majority of developers.<br /><br />&nbsp;&nbsp;They closed their time by turning their attention to the difference between the focus of a dedicated device versus the multiple purposes of a smartphone. St. John was adamant that a notification from other apps interrupting game play was as bad as game notifications interrupting his other uses of his smartphone.<br /><br />&nbsp;&nbsp;Speaking in favor of the position, Schneider and Huuhtanen pointed out that smartphones are near ubiquitous. The adoption graphs of the two technologies show a definite decline in the purchase of dedicated portable consoles that is directly offset by the rise of in smartphones. Furthermore, the technical advantage of the dedicated consoles is being reduced by high quality graphics chips and fast processors being released for mobile devices. As more games are made for mobile with engines like Unreal, gamers will come to expect the same experience from mobile as console.<br /><br />&nbsp;&nbsp;With regards to the question of whether children should have cell phones, Schneider pointed to the ‘pass-back’ effect where a parent will pass the phone to a child in the back seat to keep them amused while traveling. The argument is that with the parents having the device on them at all times, it will inevitably become to be seen as a game console. Furthermore, the diversity, quality, convenience and cost of games will be a major driver for adoption of the technology within families.<br /><br />&nbsp;&nbsp;Huuhtanen rounded out the argument by pointing out that Sony has been relatively unsuccessful with its portable devices and that Nintendo, while successful in the past, has stumbled with the release of the 3DS. The physical fatigue of 3D for some users limits its appeal, and he further pointed out Nintendo’s over reliance on re-purposing its catalog of intellectual property.<br /><br />&nbsp;&nbsp;In the end, both sides managed to convince some of the supporters from their opponents. The debate ended, and the moderator swears he didn’t rig the results, in a tie.<br /><br /><span style='font-size: 12px;'><strong class='bbc'>	Sifteo – Special presentation by David Merrill, President and co-founder of Sifteo</strong></span><br /><br />&nbsp;&nbsp;For me, the quote of the day was made in this session: “Bad interface design violates the Human Spec Sheet”<br /><br />&nbsp;&nbsp;Merrill is an MIT interface guru/entrepreneur who has commercialized his research and started a company named Sifteo. The focus of his company is leveraging new user interface mechanisms to get computers to work more in the way that we work as humans. The Sifteo cube set is interesting in that it allows us to interact with physical objects that have a digital core.<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;The reason this should be interesting to you is because Sifteo is a new platform for game development. It is made up of blocks with a processor, display and sensors that can detect which blocks are next to each other. The platform was just released to the public and there is an SDK based on C# and the MonoDevelop platform for interested developers.<br /><br />&nbsp;&nbsp; Visit <a href='https://www.sifteo.com/developers' class='bbc_url' title='External link' rel='nofollow external'>Sifteo.com/developers</a>&nbsp;&nbsp;for more information.<br /><br /><strong class='bbc'><span style='font-size: 12px;'>Cloud Gaming – Evolution or Revolution?</span></strong><br /><br />&nbsp;&nbsp;&nbsp;&nbsp;The next panel in the track I attended was with panelists David Wilson, GameStop;Tom DuBois, OnLive; Sean Kane, Counsel, Pillsbury Winthrop Shaw Pittman LLP; Eric Anderson, Samsung Electronics; Chris Lee, Publishing VP, En Masse Entertainment and moderated by Michael Cai, Vice President of Video Games, Interpret.<br /><br />&nbsp;&nbsp;We already do a lot of our work in the cloud, email, document production, video sharing with friends, keeping up with one another’s lives. How about playing games? You could claim we are already there through matchmaking services like Xbox live and digital distribution platforms like Steam. But this session was about moving the game processing and rendering in to the cloud as well and the production and legal implications for this shift.<br /><br />&nbsp;&nbsp;Wilson stated the central thesis for this panel, “It is important to keep in mind that cloud is <strong class='bbc'>a</strong> tool, not <strong class='bbc'>the</strong> tool. It is good for some things and not for others.” As such, it will end up as a part of a larger corporate strategy for distribution of games.<br /><br />&nbsp;&nbsp;From a developer’s standpoint, one advantage of cloud processing is that it places PC gaming on an even footing with console development. It will allow programmers to target a single spec on the server side and know that the system is consistent. Lee stated that it’s important to maintain a flexible stance from a development and a publishing end. While there is no guarantee the cloud will be successful for every developer of in distributing for every platform, there will be some combinations that will be profitable. He concluded that there are advantages to targeting that single hardware specification because “right now developing for the PC is like developing for Android. It’s hard to be successful.”<br /><br />&nbsp;&nbsp;Anderson stated that Samsung is investing in cloud infrastructure because the projected growth of smart TVs is high. This might provide a development and distribution path for a percentage of the market segment that do not want to purchase a console, but still want to play a wide array of games in the living room. The path is yet to be blazed in this regard, but electronics manufacturers are forming strategic partnerships based on cloud distribution of casual games.<br /><br />&nbsp;&nbsp;Cai asked the panel “Is cloud gaming a way to render existing games or is it a way to change the way games get designed?” The panelists initially agreed that the focus is distribution rather than new game play possibilities. There are hurdles to overcome first such as multiple input devices within a single binary. But upon further prompting one proposed extension of Cloud computing is the ability to take a single game and play across the same game across multiple devices. You could start playing a game on your TV, leave the home and the same game is being played, appropriately scaled back for mobile device/tablet, or even showing up on the embedded screen in your refrigerator. It sounds pie in the sky, and I don’t know that I want to play a game in my kitchen, but it’s interesting in theory.<br /><br />&nbsp;&nbsp;A major limitation to adopting this method as the sole means of distribution is broadband policy in the United States. In order to stream the video for a HD data stream the client needs 3Mbps download, but there is still a significant percentage of households at less than 2Mbps. In this emerging sector the question is market timing. Finally, the logical place to experiment with this is game trials with digital distribution to consoles, PCs for full game, or episodic content in the cloud.<br /><br /><strong class='bbc'><span style='font-size: 12px;'>Smart phones and handhelds – latest in games for portable devices</span></strong> 	<br /><br />&nbsp;&nbsp;&nbsp;&nbsp;The next session was with panelists Sean Vanderdasson, SVP, Wildtangent; Volker Hirsch, Research In Motion (RIM); Charles Yim, Google; Stanley Kwon, CBS Interactive; Nathan Camarillo, Freeverse&nbsp;&nbsp;and moderated by Billy Pidgeon, Senior Analyst, M2 Research<br /><br />&nbsp;&nbsp;The session opened with the panelists mentioning the rise of mid-core gaming and marveling at the ARPU being generated by Kabam!which was significantly higher than other players in the social space. The major point raised here is the migration of console style game play to both social and mobile, markets that are traditionally dominated by more casual game mechanics.<br /><br />&nbsp;&nbsp;When asked if introducing new people to gaming led to higher revenues, the panelists skirted the issue, instead focusing on platform growth and usage patterns. Kwon was quite optimistic about tablets as an emerging media entertainment device and predicted significant growth in the larger format.Echoing comments made in the portable console/smartphone debate from earlier in the day, Vanderdasson was adamant that game play on smart phones needs to be easily interruptable; arguing that developers should not assume their game is the primary application being used. Tablets, though, have a different usage pattern. The greater screen size and the ability to focus on a single task on a tablet for a longer period of time allows for deeper experiences to be created. The business side note is that the price point for these products could conceivably stabilize at a $20-$30 price point instead of the unsustainable for creators$2.99 – free price point.Finally returning to the question, Hirsch noted that except for Angry Birds, there are no huge franchises that started on this platform. The conclusion he drew is that in this area it is quite difficult to make money.<br /><br />&nbsp;&nbsp;An interesting side comment bubbled up through the panelists with regard to UI in touch games. The panelists agreed that a very large challenge facing developers is the creation of new user interface paradigms. There was general disapproval for the virtual joystick interaction on screen. It is likely that a creative developer who finds a new interaction paradigm on touch will have an advantage in the near term.<br /><br />&nbsp;&nbsp;Pidgeon asked if ads were going to help developers monetize more players. Yim drew an interesting parallel of the current state of the games industry to the early days of cable television. The fracturing of the media space into multiple channels allows for there to be more niche content, but that getting the content to the player does not equate with successfully getting them to pay for the game.Yim went on to state that the challenges facing developers in this area continue to grow as more potential revenue channels emerge. For example in 2008/09 the main drivers of revenue for iOS platform offerings was paid download and advertisements. Now the main driver is in app purchases. He wouldn’t hazard a guess as to what might be the next revenue model. The warning is that developers need to be nimble in thinking how they are going to keep the revenue stream flowing so that they can keep creating new games. He concluded that “Being a game developer is much more complex than it was just two or three years ago.”<br /><br />&nbsp;&nbsp;The moderator then set his sights on the opportunities in the android market, and asked “is it just numbers?”<br /><br />&nbsp;&nbsp;This brought up a lively discussion. The overall feeling in the room was that right now, Android is too fragmented a platform to develop for if you are serious about surviving as a developer.Yim began by arguing that the question comes down to distribution and monetization. Just because you acquire a user does not mean you can monetize the user. He offered that the most attractive deployment option might be the Barnes & Noble app store for the Nook. Hirsch followed on with the question every publisher needs to be asking , “Is Google going to go Apple route?” and develop a single Android store. Google has been a hands off partner, allowing for many different stores to exists from different providers. But the flip side is that this makes some industry players remember the “bad old days” of an unfavorable development environment of different platforms, different handsets and most importantly different publishing and distribution deals.<br /><br /><strong class='bbc'><span style='font-size: 12px;'> 	Viral gaming – trends in discovery and promotion</span></strong><br /><br />&nbsp;&nbsp;&nbsp;&nbsp;Closing the day out was a panel with Jeff Anderson, Majesco Entertainment; Mihir Shah, Tapjoy; Douglas Yellin, Large Animal Games; Daniel Cheng, Greystripe; and moderated by Brad Hargreaves, General Assembly.<br /><br />&nbsp;&nbsp;The panel started by examining what had happened with recent changes in patterns of discovery of new games after Facebook changed the manner that developers could push notifications to users’ walls. Facebook users loved that they stopped getting new notification from games, but for developers a major viral channel for discovery had been removed.<br /><br />&nbsp;&nbsp;Anderson noted that games are driving revenue for Facebook.Accordingly, Facebook will be likely be adding back in some features that developers can use to attract customers through either the ticker of possibly sponsored stories.<br /><br />&nbsp;&nbsp;With the changes on the Facebook platform, developers have had to innovate to overcome the limitations imposed upon virality. Yellin argued that as a result developers have needed to up the quality of the game to allow the developer to ‘own’ the customer, to make them willing to share their accomplishments in the game with their friends rather than push the notifications out to their news feed from the game directly.The panel agreed that they had witnessed ‘notification fatigue’ with players willing to pay directly rather than spam friends for in game benefits. Yellin went on to give the example of an in game ‘re-mix’ station that Large Animal created which allows their players to generate new content and then to share that with their social network. He stated that this one viral touch-point accounted for 57% of their new traffic generation. <br /><br />&nbsp;&nbsp;As a group, all panel members agree that there has been a shift away from incentivized campaigns. They wondered if there are certain ads that it makes sense for a player to interact with to unlock content? The general feeling of the panel was that using ads to drive player acquisition was a losing proposition. However, this panel also acknowledged the great difficulty relying on users finding your product in the infinite shelves of an online store. At present they suggested that the best hope for the future is to use ‘vertically striped’ HTML 5 sites to drive traffic toward your game. This could leave companies like Facebook, Apple and other hub owners starving for revenue as stores diminish in importance as the place new products are discovered.<br /><br />&nbsp;&nbsp;The panel concluded with a final question – is there room for small developers in the social games space? There was agreement across the panel that the land grab days of social game development are over. The bar for content is set too high and the likelihood of gaining an 50 million MAU level is low. Given that USA Today recently reported that Zynga’s next title, Castleville, boasts movie quality production and a soundtrack recorded with a 75 piece orchestra and a choir, I am inclined to agree with the panel. But the panelists also stressed that there are still plenty of opportunities in mobile development. Developers wading in to those waters will need to keep in mind that the development cycles are brutally short, with development complete in one to two weeks and patches delivered in a single day.<br /><br /><span style='font-size: 8px;'>Written by Bill Crosbie, photos and editing by Drew Sikora</span><br /></p></p>]]></description>
		<pubDate>Wed, 26 Oct 2011 06:03:22 +0000</pubDate>
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		<title>Video Game Localisation - A Tricky Game</title>
		<link>http://www.gamedev.net/page/resources/_/business/business-and-law/video-game-localisation-a-tricky-game-r2796</link>
		<description><![CDATA[Things have moved a long way since primitive table-tennis classic, Pong, represented the peak of video gaming. A simple 2D game in which a straight line representing a bat was moved vertically to hit the ball might have needed little doctoring to make it accessible across different cultures but as video games have grown ever more complex, so the process of localising versions for use in other regions has become more elaborate.<br /><br />The value of localisation has also grown massively in importance. Japan, the USA and the UK are the three biggest players in game development but the gaming audience is now a truly global one and the potential for increased sales afforded by well planned and executed localisation cannot be ignored.<br /><br /><strong class='bbc'><span style='font-size: 18px;'>Sim-Ship Vs. Post-Gold</span></strong><br /><br />'Sim-ship versus post-gold' might sound like some esoteric (and possibly badly translated) game title in itself but actually refers to the two basic models of game localisation. Sim-ship, or simultaneous shipment, is the model whereby localised versions are developed and released alongside the original product. Post-gold localisation is the process of translating and adapting a game after the original version has been completed and released.<br /><br />The sim-ship model might seem like the better option and, indeed, working on localisation from a developmental level can yield the more seamless results. It can also save money in the long run but a thorough cost/benefit analysis might conclude that it's only worth localising a particular game for certain markets, if at all. Should the situation change the game can always be adapted later.<br /><br />At one time such adaptations were often shoddily realised and carried out more as an afterthought. Mangled translations from the European Sega Mega Drive version of Japanese arcade game Zero Wing have passed into the gamers' lexicon, with lines such as 'You have no chance to survive make your time' and especially 'All your base are belong to us' still appearing in chat and on forums some twenty years on. These days games will often be primed or optimised for localisation later on and, of course, good quality translation will help avoid any such comedic mistranslations...<br /><br /><span style='font-size: 18px;'><strong class='bbc'>Lost In Translation</strong></span><br /><br />Professional translation, preferably by a native speaker from the target market, is essential. “How do you truly globalise?” asked Yoichi Wada, president of Japanese developer Square Enix at the <a href='http://www.nytimes.com/2010/09/20/technology/20game.html' class='bbc_url' title='External link' rel='nofollow external'>2010 Tokyo Game Show</a>. “I think you have to work with people who grew up overseas, who grew up breathing the culture. It’s impossible otherwise.” Working with native speaking translators will help achieve accuracy and retain nuance when it comes to the technicalities of translation and will also help with any more cultural issues that may arise.<br /><br />Not only spoken dialogue but also elements such as the user interface, menus and manuals – whether online, on-disc or printed out old school as a proper paper booklet – must all be translated. Space in interface elements such as menus and hint captions is both fixed and limited and so the translation must use the same or a fewer number of characters. Some languages or scripts tend to be longer. German, for example has a tendency towards longer words than English. For this reason a straight 'dictionary' translation might not always be suitable and translation might involve elements of rewriting.<br /><br />It may also be worth changing written information or spoken dialogue that is not integral to the gameplay or plot. This could include background dialogue or readable graphic items such as signs, book and magazine covers or advertising hoardings. Effective localisation preserves as much of the gameplay experience as possible and translating absolutely everything could add to the immersive quality of a game. On the other hand the extra work might not be deemed necessary for such non-integral elements and keeping some of the original flavour may even be beneficial if, for example, the Japanese feel of a particular game provides a draw for European audiences or vice versa.<br /><br /><span style='font-size: 18px;'><strong class='bbc'>I Dub Thee...Sir Localisation</strong></span><br /><br />Dubbing translated content over original spoken content is the optimum solution but offers its own set of problems. The quality of voice acting in games has become increasingly important over recent years and the quality in a localised version should be as near as possible to that of the original product.<br /><br />In times where famous actors often lend, or at least sell, their talents to game developers (the stellar cast of last year's Fable III included the likes of John Cleese, Stephen Fry, Simon Pegg, Ben Kingsley and Zoe Wannamaker), it might not always be possible to recruit household names for every territory but professional voice artists should always be used. When it comes to translating dialogue for dubbing purposes it should also be remembered that the timing of the dialogue itself must match the visuals or graphics.<br /><br />Subtitles can offer an easier and cheaper solution but may be to the detriment of the gameplay experience. They can be distracting and difficult to read, especially in a fast-paced or action-oriented title. Cutscenes are an exception but few players will busy themselves reading subtitles with a dozen armed-to-the-teeth orcs breathing down their necks or with a high-speed racetrack to negotiate.<br /><br />We’ve conducted a number of in-game text localisation projects at Lingo24, with one memorable project being the translation, checking and editing of creative content for video games by a gaming industry giant (we can’t tell you which, but it’s one of the big guns). These translations required intensive research for the localisation of key phrases, as well as recruiting translators with in-depth knowledge of the gaming industry, to ensure that the correct terminology was used in every case.<br /><br />We’ve also localised the text for a series of online games for a world famous youth culture and music TV network, which involved not only ensuring that the translated text was perfect for its context, but that it was correctly localised for the slang and idiom of its target youth audience.<br /><br />In both these instances, the key to translating and localising in-game text was to ‘transcreate’ the text with care and effort, looking at the context of each piece of text within the game, as well as the idiom of the gaming community within each language (how do you translate 1337 in Russian, for instance?). There is also the issue of ensuring that translated text for menus, etc, will still fit within the required space when translated – German, for instance, generally takes up more space than English.<br /><br /><span style='font-size: 18px;'><strong class='bbc'>Technical Issues</strong></span><br /><br />There are various issues alongside translation that also need to be addressed at the design level. An obvious one for PC games is that some territories have different keyboard layouts and so hot-keys may need to be re-mapped.<br /><br />On all platforms, images should be created using multiple layers, allowing text to be easily separated from artwork and, on a similar note, the voice track should be kept separate from both the visuals and ambient sounds. The soundtracks themselves will not be continuous but will comprise multiple separate sound files and meticulous care must be taken to match translated versions with the original.<br /><br />There are a host of challenges facing designers and developers when it comes to localising video games. It takes time and can be expensive to fully maintain the original gameplay experience but, with the global spread of the gaming audience and industry, it is increasingly viewed as worth all the effort and more.]]></description>
		<pubDate>Wed, 30 Mar 2011 12:32:18 +0000</pubDate>
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		<title><![CDATA[Getting your app on Intel AppUp: Porting "Ancient Frog"]]></title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/getting-your-app-on-intel-appup-porting-ancient-frog-r2780</link>
		<description><![CDATA[<em class='bbc'>This is a sponsored post paid for by Intel</em><br /><br />The following is a continuation in a series of articles on bringing your app to Intel &lt;a href="<a href='http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=' class='bbc_url' title='External link' rel='nofollow external'>http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=</a>[CACHEBUSTER]"&gt;AppUp&lt;/a&gt;[imgtrack]http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=[CACHEBUSTER][/imgtrack], Intel’s app store for Intel Atom™&nbsp;&nbsp;based mobile devices. This is an interview conducted by Bob Duffy,&nbsp;&nbsp;Intel AppUp Developer Community Manager with developer James Brown on&nbsp;&nbsp;his experience in bringing his award winning game "&lt;a href="<a href='http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=' class='bbc_url' title='External link' rel='nofollow external'>http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=</a>[CACHEBUSTER]"&gt;Ancient Frog&lt;/a&gt;[imgtrack]http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-6?mpt=[CACHEBUSTER][/imgtrack]" from the Intel AppUp center.<br /><br />If you’re interested in learning more about developing for Intel AppUp, we invite you to enroll in our &lt;a href="<a href='http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=' class='bbc_url' title='External link' rel='nofollow external'>http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=</a>[CACHEBUSTER]"&gt;AppUp developer program&lt;/a&gt;[imgtrack]http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=[CACHEBUSTER][/imgtrack] today. You should also consider competing in our &lt;a href="<a href='http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-7?mpt=' class='bbc_url' title='External link' rel='nofollow external'>http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-7?mpt=</a>[CACHEBUSTER]"&gt;challenge, which awards cash prizes on a monthly basis&lt;/a&gt;[imgtrack]http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-7?mpt=[CACHEBUSTER][/imgtrack] to the best apps in select categories.<br /><br /><br /><strong class='bbc'>Q. What was you inspiration for the game?</strong><br /><br /><strong class='bbc'>James Brown:</strong>&nbsp;&nbsp;Ancient Frog was born out of my departure from the mainstream games&nbsp;&nbsp;industry. My background was very broad - designer, programmer, artist,&nbsp;&nbsp;producer. But the games industry had become huge and stratified, and I&nbsp;&nbsp;ended up at Lionhead / Microsoft as a manager of a team of programmers&nbsp;&nbsp;with no real creative input, which was about as far from my ideal job as&nbsp;&nbsp;I could imagine.<br /><br />I decided to start my own games again. I was&nbsp;&nbsp;led to the idea for Ancient Frog by the constraints I had set myself. I&nbsp;&nbsp;needed a game small enough that it could be completed to a professional&nbsp;&nbsp;standard by a solo developer. With a puzzle game, once you've nailed the&nbsp;&nbsp;puzzle mechanic, the rest is just variations on that theme. I also&nbsp;&nbsp;wanted a central character, cute without being cutesy, with a bit of&nbsp;&nbsp;personality to it. Since I'm not an animator, which set me looking into&nbsp;&nbsp;procedural animation systems, and the idea of a rock-climbing game&nbsp;&nbsp;involving a gecko sort of coalesced out of that.<br /><br />Once I'd thrown&nbsp;&nbsp;together a stick-figure prototype, the idea morphed and evolved as I&nbsp;&nbsp;played around with it. The gecko became a frog because frogs have longer&nbsp;&nbsp;legs at the back than the front, which introduces some interesting&nbsp;&nbsp;decisions for the player. The climbing aspect faded out to the slightly&nbsp;&nbsp;more abstract stepping-on-droplets idea. The animation system became&nbsp;&nbsp;more explicit - you don't drive the frog, you drag one limb at a time -&nbsp;&nbsp;which both made it a more interesting puzzle, and meant that the player&nbsp;&nbsp;was the one creating the animation, rather than the game.<br /><br />It was&nbsp;&nbsp;quite a prolonged journey from that initial prototype to the final game&nbsp;&nbsp;(during which time I changed country and spent a while building digital&nbsp;&nbsp;interactives for museums), but it the fundamental idea remained very&nbsp;&nbsp;clear in my mind throughout.<br /><br /><br /><strong class='bbc'>Q. How did you deal with hardware differences such as multi-touch vs mouse & keyboard and accelerometer in the iPhone?</strong><br /><br />Ancient&nbsp;&nbsp;Frog doesn't really use any hardware that can't be replicated with a&nbsp;&nbsp;mouse or trackpad. I do use the accelerometer to influence the direction&nbsp;&nbsp;the petals fall in the 'win' animation, but it's hardly a game-breaker&nbsp;&nbsp;to lose that. Multitouch is used on the iPad version so that you can dip&nbsp;&nbsp;more than one finger in the water at once - again, no big deal to lose&nbsp;&nbsp;out on that.<br /><br />On the touch-screen versions of Ancient Frog, the&nbsp;&nbsp;game starts with an introductory tutorial which takes control away from&nbsp;&nbsp;the player. This is admittedly annoying to some players (but&nbsp;&nbsp;play-testing had shown it was necessary to teach some of the control&nbsp;&nbsp;gestures). But for some reason, on a machine with indirect control - a&nbsp;&nbsp;mouse or trackpad - it becomes completely unacceptable. I'm not sure why&nbsp;&nbsp;- possibly it's that not responding to a touch is something that's&nbsp;&nbsp;always context-sensitive, and so expected, while not responding to the&nbsp;&nbsp;mouse feels more like the machine has hung, and is not expected.<br /><br />At&nbsp;&nbsp;any rate, I had to change the tutorial to be a more hands-off piece of&nbsp;&nbsp;advice. I also removed the gestural 'undo' and 'redo', partly because&nbsp;&nbsp;gestures are awkward on a mouse/trackpad device, and partly because the&nbsp;&nbsp;increased screen space means there's room for on-screen buttons. Having&nbsp;&nbsp;buttons on the screen also means the player is encouraged to play with&nbsp;&nbsp;them to see what happens, which removes some of the load from the&nbsp;&nbsp;tutorial.<br /><br /><br /><strong class='bbc'>Q: Did anything surprise you about the&nbsp;&nbsp;porting process – harder than you thought, easier than you thought? Did&nbsp;&nbsp;you lose or enhance features for the Netbook?</strong><br /><br />The approach&nbsp;&nbsp;Ancient Frog uses to create its look, with multiple blending passes, is&nbsp;&nbsp;very fill-rate intensive. I'd had a hard time of it on the iPad port,&nbsp;&nbsp;which I'd done just before the netbook version, because the iPad's GPU&nbsp;&nbsp;simply can't handle that much overdraw. I had to put a lot of work into&nbsp;&nbsp;baking the lighting in to the textures, removing elements from the&nbsp;&nbsp;layout, and generally slashing it down so that it would run. So I was&nbsp;&nbsp;worried, coming to the netbook version, that I'd have the same problem.&nbsp;&nbsp;As it turned out I was pleasantly surprised by speed of the integrated&nbsp;&nbsp;graphics chip, and I didn't need to cut anything.<br /><br /><br /><strong class='bbc'>Q: How do you compare the game play between the devices?</strong><br /><br /> The game play is essentially the same on all devices. On the handhelds,&nbsp;&nbsp;the look of the levels is simplified - they just have one layer, and are&nbsp;&nbsp;cropped tightly in to make the most use of those tiny screens. On the&nbsp;&nbsp;netbook versions there's more room for the frogs to breathe, and some&nbsp;&nbsp;playful background elements to prod at. But apart from some small tweaks&nbsp;&nbsp;to the difficulty progression, the puzzles are identical.<br /><br /><br /><strong class='bbc'>Q:&nbsp;&nbsp;Did you require any support from Intel in the process? How was the&nbsp;&nbsp;submission process & support for Intel AppUp center compared to&nbsp;&nbsp;other stores?</strong><br /><br />The whole process was straightforward. I had&nbsp;&nbsp;one validation failure because I'd managed to build against an old&nbsp;&nbsp;version of the SDK, but after that everything just sailed through.<br /><br /><br /><strong class='bbc'>Q: Would you do anything differently or do you have any tips for developers looking to port to Intel AppUp?</strong><br />&nbsp;&nbsp;<br />The&nbsp;&nbsp;only thing I'd do differently would have been to do it sooner. There's&nbsp;&nbsp;so little effort involved in building for the AppUp Center, and I'm&nbsp;&nbsp;really excited to see where it goes.<br />&nbsp;&nbsp;<br />The best advice you can&nbsp;&nbsp;have for porting from iPhone to AppUp is to build your iPhone app with&nbsp;&nbsp;porting in mind from the beginning - use straight C++, and avoid the&nbsp;&nbsp;Apple-specific APIs. If you've already finished your iPhone version and&nbsp;&nbsp;you're wondering whether it's worth the work refactoring it to be more&nbsp;&nbsp;platform-independent, there are benefits for the original code quite&nbsp;&nbsp;apart from having a new port. Different devices tend to expose different&nbsp;&nbsp;subtle bugs, and since the code is the same across all platforms, the&nbsp;&nbsp;fixes you make will benefit every version.<br />&nbsp;&nbsp;<br />If you're going to&nbsp;&nbsp;build for both iPhone and AppUp, it makes sense to treat AppUp as your&nbsp;&nbsp;primary target during development. You want to be able to iterate&nbsp;&nbsp;quickly, and debugging to a netbook is considerably faster than the iPhone simulator or downloading to the physical hardware.<br /><br /><br /><strong class='bbc'>To read an extended interview with James Brown, &lt;a href="<a href='http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=' class='bbc_url' title='External link' rel='nofollow external'>http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-6?mpt=</a>[CACHEBUSTER]"&gt;please visit our blog&lt;/a&gt;[imgtrack]http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-6?mpt=[CACHEBUSTER][/imgtrack]. And don’t forget to &lt;a href="<a href='http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=' class='bbc_url' title='External link' rel='nofollow external'>http://altfarm.mediaplex.com/ad/ck/12124-114967-26654-5?mpt=</a>[CACHEBUSTER]"&gt;enroll today&lt;/a&gt;[imgtrack]http://altfarm.mediaplex.com/ad/tr/12124-114967-26654-5?mpt=[CACHEBUSTER][/imgtrack] to get your apps on AppUp!</strong>]]></description>
		<pubDate>Wed, 19 Jan 2011 21:03:54 +0000</pubDate>
		<guid isPermaLink="false">f7bbcc6ef14fd79655f09efb14b99316</guid>
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		<title>Interview with Firelight Technologies</title>
		<link>http://www.gamedev.net/page/resources/_/business/interviews/interview-with-firelight-technologies-r2776</link>
		<description><![CDATA[As the game industry become larger, more complex and more expensive the need to streamline development became vital. The emergence of middleware software was inevitable. Middleware offers many great features, help teams meet deadlines, lower production costs and can help elevate the results of any project - large or small. Over time middleware has touched nearly ever discipline of the game industry and the feature sets, benefits and depth of these tools is becoming staggering. FMOD, the premiere audio middleware platform is no exception. I recently got to talk with Martin Wilkes, Sales & Business Manager from Firelight Technologies, the company behind FMOD, to talk about the stature of the toolset, exciting developments coming just around the corner and how the company’s philosophy attributed to the success of FMOD. <br /><strong class='bbc'><br />FMOD has become a staple in several of the major engines available on the market including CryENGINE, Unity, Unreal Engine 3, BigWorld and Trinigy’ Vision Engine. Congrats! That’s quite an accomplishment! If you can, what are some of the next big milestones Firelight hopes to tackle in the coming months and years?&nbsp;&nbsp;</strong><strong class='bbc'><br /><br />Martin:</strong> Yes, the whole team here at FMOD are really pleased with the engine partnerships. We have worked with many such as the Crytek team for quite a while now, and to add companies such as Unity and their fantastic engine, as well as the Trinigy Vision Engine and Bigworld is something that we hope helps the developers that use the different engines. So looking into the future, FMOD Studio is our biggie. But that will be next year.<br /><br /> For that we are looking forward to some announcements with the team at Pyramind in San Francisco. Can’t say too much, but keep your eyes out for the new FMOD training videos.<br /><br /> One area where FMOD has focused is that of the Simulator markets for both civil and defence. It has been a long path towards getting these markets to look at the tech from the video game markets and recognize, both its suitability and its cost. We are using some of the most advanced tech in the world market to build games. So FMOD has worked hard to expose the advantages of the game development technology with some awesome results.<br /><br /> We have a heap now using FMOD for their audio playback, and these include some of the biggest brands in the world such as Lockheed Martin and Kraus Krauss-Maffei Wegmann, (who make Panzer tanks). Another big one would be the partnership with Total Immersion for their DARPA funded military engine.<br /><strong class='bbc'><br /><br />Being a sound designer myself, I’m very excited to hear FMOD is supporting iPhone and iPad game development! What more can you tell our readers about this, as the native audio engine for those Apple products is fairly limited in what it can do.&nbsp;&nbsp;</strong><br /><br />We are big fans of the iPhone and iPad, not just because they are cool, but for what they have done to the market place and the opportunities that they have provided to many indie developers. FMOD has been designed from the ground up to be scalable and runs on many low-spec platforms, so we are used to maximising functionality on limited hardware. There are some really clever games around. The Tapulos guys have done some really clever work with the audio on their rhythm games. With some prebaking of audio effects, it leaves a little space to add effects during game play.<br /><br /> So in terms of the FMOD iPhone product, it provides support for FMODs full suite of cross platform features. It offers hand optimized resampling and mixing routines for best performance on all iOS devices. This is cool. And the big one, it utilizes built in hardware decoding capabilities of iOS devices, abstracted behind FMODs interface. That is a big win for developers.<br /><br />&nbsp;&nbsp;<br /><strong class='bbc'>Since FMOD is beginning to support mobile entertainment on Apple products, can we expect something for other mobile platforms such as the Droid or Windows mobile devices?&nbsp;&nbsp;</strong><br /><br />Unfortunately we are unable to support the Windows 7 Mobile platform due to technical reasons. As for Android, we have versions under testing at the moment. Interestingly, we still see more enquiries for the Apple products. Not sure if it is across all territories, for we are still waiting for both to gain some more momentum. Not in terms of apps, which seem to be strong on Droid, but more in terms of games, where with some of the big publishers such as EA pushing into the space, the Apple products seem to have a stronger hold.<br /><br /> But the one we are really excited about would be Nintendo 3DS. That looks cool!!<br /><br />&nbsp;&nbsp;<strong class='bbc'><br />I worked extensively with FMOD while creating sounds and music for LEGO Universe and one of the things that really made a strong impact on me was how fluid and deep FMOD was. I could create a sound then quickly and easily implement a situation where that sound’s playback was always different and unique. I’ve read that FMOD Designer 2010 has an improved layout and will further enhance workflow. Care to expound on that?&nbsp;&nbsp;</strong><br /><br />One of the big requests that we have seen is for support on managing large projects. Games are getting so full of content and some will have 1,000’s of sound files to manage. To help with this we played with the setup of the interface, made the windows as floating panes and reorganised most of the commonly used features. Then we also added what we call the “bird’s eye view”. This gives a graphic view of every sound in the project and can read different parameters from volume to roll off. This then allows the sound designer to quickly scan across their entire project and leap directly into individual event and alter them quickly. It’s a great graphical representation of all the sounds and allows the designer to alter quickly and also identify any incorrect levels.<br /><br /> <p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5190978158/' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src='http://farm5.static.flickr.com/4128/5190978158_9484c6657e.jpg' alt='Posted Image' class='bbc_img' /></span></a> <br /><br /><p class='bbc_left'>We’ve also added a simplified editor for creating all the basic sound effects in a game. With this new editor the sound designer can setup a playlist, apply randomization, and assign bank and resampling settings all in the one screen. This will really speed up the creation of assets in projects large and small.<br /></p></p> <p class='bbc_center'><a href='http://www.flickr.com/photos/gamedevnet/5190978118/' class='bbc_url' title='External link' rel='nofollow external'><span rel='lightbox'><img class='bbc_img' src='http://farm5.static.flickr.com/4153/5190978118_e09edcb456.jpg' alt='Posted Image' class='bbc_img' /></span></a>&nbsp;&nbsp;<br /><br /><br /></p><strong class='bbc'>So, a partnership with Izotope is in the works? That should really add to the already impressive DSP power of FMOD! Tell us more about that!&nbsp;&nbsp;</strong><br /><br />Yes, and totally excited by this. One area that game developers have suffered in, is that of DSP plug ins that are such a part of premium audio, both music and film. So to partner with a company like Izotope is fantastic. They have some of the best DSP effects available, and we have finally met a company that is willing to put in the time to understand our game development market. It is different to what Izotope are used to and big Kudos to them for putting in the effort to work with a company like FMOD to get an understanding of what we are looking for and some of the barriers such as memory and CPU that DSP effects must deal with . Alex and his team sound like they are going to be a great addition to the global game development market and by working with Izotope, we have found a system in FMOD that can support the effects., And these are Pro-Audio effects that are what we at FMOD and almost all our developers have been chasing for a long time now. We are meeting with Izotope next week and we are both working with one of the premium publishers on a title that is going to push the boundaries in this field. This gives both Izotope and FMOD a great opp to get this right for the market. We expect to be offering this not long after the next GameSound Con in San Francisco in November.<br /><br />&nbsp;&nbsp;<br /><strong class='bbc'>One of the biggest attributes to FMOD and Firelight is the fantastic customer support! Any time I (or someone on my team) sent off an email to Firelight, we’d usually hear back between 6-12 hours later. Considering that we were in the US and Firelight is in Australia, that’s very impressive! Tell me about the company’s culture and philosophy regarding customer support and relations.&nbsp;&nbsp;</strong><br /><br />There is nothing more important.<br /><br /> When a developer needs an issue resolved, any major delay in solving that issue puts pressure on everyone, and when the projects are in their final stages and deadlines are looming, this is vital.<br /><br /> So yes, this is a priority at FMOD and we are lucky as we are based in Sunny Australia. Which is nice for lifestyle (best food, coffee, sport, beaches and clubs) but more importantly it puts between the two large development regions, being the USA and Europe. So that means we have contact during work hours into both territories, which allows us to chat as well as have quick email responses. It does help that the FMOD community has been around for a long time now, so heaps of smaller questions are answered by the community on the forum. This allows us to focus and respond to larger questions.<br /><br />&nbsp;&nbsp;<br /><strong class='bbc'>What other ways is FMOD striving to reach out to new users as well as support current users?&nbsp;&nbsp;</strong><br /><br />We are working hard to put together a heap of supporting videos and tutorials to assist the FMOD users. We have already set up a new FMOD TV page on You Tube and will begin to post a heap of videos there. We are also looking forward to the announcement with Pyramind, which will be a ripper. Yes, more videos, and with some of the best audio production houses.<br /><br /> We also have something in the wings that will be another video offering. We hope that this really suits the sound designers, something along the lines of a post production review of some of the big titles that are using FMOD.<br /><br />&nbsp;&nbsp;<br /><strong class='bbc'>I’d like to add that for a non-commercial, hobby project, FMOD is free! This certainly allows young sound designers and hobbyist teams to have access to this great toolset and get their feet wet with it. I find it very encouraging that Firelight adopts this attitude towards new, young developers.&nbsp;&nbsp;</strong><br /><br />Absolutely. We are big fans of the indie’s so free to use for all hobbyist and non commercial projects. Also free to all schools and universities that want to use FMOD in class to teach game audio. There are heaps of these.<br /><br />&nbsp;&nbsp;<br /><strong class='bbc'>Certainly sounds like 2010 has been a stellar year for FMOD with major updates to the product, new partnerships, many shipped games using FMOD and now several awards! Small Business Exporter of the Year and FMOD was the Arts category with commendations! Awesome. I bet the mood around the office is one of excitement, pride and energy towards the next year to come!&nbsp;&nbsp;</strong><br /><br />We love it!! We love games, we love audio and people give us awards for doing it. How good is that?!<br /><br /> But seriously, a big thanks to our local government in Victoria, Australia for the support they are giving our industry. Our first visits to China were with the government, and that is a fantastic markets. Still plenty to learn, but so keen to do it. Yes, it has been a good year, but it all moves quickly. Let’s see if our hard work on projects such as the new FMOD Studio comes off. But again, we will have to wait until GDC.<br /><br />&nbsp;&nbsp;<br /><strong class='bbc'>Gamedev:</strong> Thanks so much for your time and the great info Martin! Continued success to you and the folks at Firelight!<br /><br /> <em class='bbc'>Firelight Technologies was started in May 2002 and is located in Melbourne, Australia. More information can be found at: <a href='http://www.fmod.org/' class='bbc_url' title='External link' rel='nofollow external'>http://www.fmod.org/</a>.</em>]]></description>
		<pubDate>Fri, 19 Nov 2010 18:21:49 +0000</pubDate>
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		<title>Interview with Chris Rausch</title>
		<link>http://www.gamedev.net/page/resources/_/business/interview-with-chris-rausch-r2771</link>
		<description><![CDATA[<br />
<br />
Chris Rausch is a video game industry veteran who started out in the industry in 1993. He is the Chief Creative Officer (fancy title for game designer with the biggest head) and co-owner/co-founder<br />
of <a href='http://www.svsgames.com/' class='bbc_url' title='External link' rel='nofollow external'>SuperVillain Studios</a>. Chris was also a founding member of the Tony Hawk's Pro Skater franchise at Neversoft Entertainment. Some of Chris' work as a designer<br />
includes the first 6 Tony Hawk games, Order UP!, Grand Slam Baseball, X-Men: Legends II: Rise of Apocalypse, and Fat Princess: Fistful of Cake, to name just a few.<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>It&rsquo;s an obvious question but we reeeeaaaally need to<br />
know; how did you get in to game design?</div><br />
<div class="featmenu c1"><br />
<p>It was pretty out of the blue actually. I&rsquo;ve been a complete videogame base-head my whole life. In early &rsquo;93 I was at a junior college in Huntington Beach working toward a transfer to<br />
a 4-year school, hoping to major in graphic design. Truth be told though; I ended up surfing WAY more than I made it to class. I was also working as the &ldquo;video game guy&rdquo; at a local toy<br />
store at the time.</p><br />
<p>A friend of mine came home one day and was totally excited about landing a customer service job at Virgin Interactive in Irvine. She talked about how it was the complete opposite of a suit and tie<br />
atmosphere; full of creative people working on stuff with companies like Disney, various movie studios, and other big names. I was completely intrigued, so I called them up and asked if they had any<br />
more customer service jobs. The HR rep immediately asked how old I was, and when she found out I was 18, she told me that I didn't want customer service...I wanted QA (Quality Assurance), where my<br />
job would be to test/play the upcoming games and write error reports. You&rsquo;re going to pay me for that? SIGN ME UP!</p><br />
<p>Within a year I had a few offers to get into Production, but wanted to get into the creative side instead. I did some storyboards and other odd jobs for some projects that needed creative gopher<br />
work and eventually got picked up as a Junior Designer by an internal studio team that was making a baseball game. I ended up taking over the Lead Design spot on that project a few months later and<br />
went on from there.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>What is your process when first designing a concept for a<br />
video game? Please include any weird rituals, dances and/or songs.</div><br />
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<p>Well first I get a sheep and a tub of butter...oh wait...wrong ritual. Sorry. I have no particular ritual really. Random ideas or concepts will hit me here and there and I note them for<br />
consideration later, but typically I just look at the task at hand and try to figure out how it could work and be fun. After I hate everything that I've come up with for several days and I&rsquo;m<br />
tired, frustrated, more bald than before, and ready to quit and get a regular 9 to 5 job, something decent usually hits me. Then I run through it with the rest of the team and we turn it into a<br />
direction that we all want to move in. That collaborative effort is what brings out the best stuff in a small team environment like ours. Of course, then we usually have the time and budget to<br />
accomplish about 30% of it. Sweet!</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>How do you organize and structure your work?</div><br />
<div class="featmenu c1"><br />
<p>My work is all over the place these days. I still like to be hands-on with our projects, even though I typically am tasked with Directing them all. So I'll go from design and art reviews, to<br />
business meetings, to writing creative documents, to managing our company&rsquo;s employee benefits, to blocking out a 3D model for R&D or testing, to who knows what. It's pretty impossible to<br />
rigidly organize my days, beyond knowing that I need to have x, y, and z done by a certain date...or else. I&rsquo;ve always worked that way in some fashion. Maybe there's some mild ADD in there<br />
somewhere.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>What tools do you most commonly work with?</div><br />
<div class="featmenu c1"><br />
<p>Wow, you name it I guess. For the boring stuff, I work with most aspects of Microsoft Office (Excel, Word, Visio, Power Point, blah, blah, blah) for various creative documents, charts, and so on.<br />
For hands-on stuff, I work with Photoshop, 3D Studio Max, Audition, Premiere, After Effects, and anything else that does something that I need at the time, in order to convey some idea or put<br />
together a working test or R&D project.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>Do you think being a reader is pertinent to game design<br />
and if so what kinds of material do you think most helpful?</div><br />
<div class="featmenu c1"><br />
<p>It&rsquo;s funny you should ask. I RARELY read books. You can start booing me now, I know. Jurassic Park and The Lost World were the last books that I read cover-to-cover. I've always been drawn<br />
much more to visuals and sound than I have to text. Film, Music, Illustration, Animation; those are way more my speed. Somewhere along the line though, I managed to become a fairly decent writer and<br />
communicator, so I must have been paying attention. Stay in school, kids!</p><br />
<p>As it pertains to game design, I always try to keep it simple because no one wants to read a lengthy document these days. I try to avoid epic undertakings on paper. If you have 30 minutes to<br />
convince a room full of business people (or anyone for that matter) that your team deserves a few million of their dollars, you had better not be thumbing through a 200-page document. You typically<br />
have to use more tightly focused creative writing as a portion of a larger overall presentation.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>Could you share one or two tips for aspiring game<br />
designers?</div><br />
<div class="featmenu c1"><br />
<p>It's a brave new world right now. The indie scene, freeware tools, and overall accessibility are exploding! It's a great time to explore so many different approaches to creating small or personal<br />
projects. I'd start there. Identify what it is that motivates you to make games. Is it because you like to play them? Is it because you have an idea that you think is unique? Is it because you love<br />
art, or sound, or problem solving? What do you like to play? Try to make a sample of that with available editors or engines. I wish I had all of this at my fingertips when I was younger and needed<br />
less sleep!</p><br />
<p>I got into making maps for Quake 2 with an editor called Quest. That really turned me on to wrapping my brain around more proper 3D modeling, and I dove into 3D Studio from there. It's really<br />
important to find something that you have fun doing, or get some great satisfaction from. The risk for burnout can be pretty high, since making a game is a lot less glamorous than one might think,<br />
especially if you're aiming for a more ambitious project.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>Given the speed of advancements in technology and<br />
capability, what do you imagine video game design of the future will be like?</div><br />
<div class="featmenu c1"><br />
<p>My guess is that all of the upcoming 3D tech will play a bigger role in games than it will in television or at-home movies. I don't really think that the 3D TV broadcasts will hit quite as hard as<br />
the providers and manufacturers would hope, so I think games could really end up driving the experience. TV is too casual to commit a bunch of extra money to for gear or glasses, just to watch the<br />
news or a sitcom. But, by its very nature, a game is more of a conscious investment than a TV show, so I have a feeling that people will be more willing to gear up to play or show off a cool 3D game.<br />
Games like Modern Warfare, or Boom Blox, or Patapon could also use the tech in really cool and different ways. Can you imagine Patapon utilizing paralaxing 2D layers that pop in 3D? Or Alien Homonid?<br />
I would buy that game for the 3rd or 4th time to see and play it like that, even though it&rsquo;s hard as Hell!</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>What is your favourite joke?</div><br />
<div class="featmenu c1"><br />
<p>Two guys walk into a bar. One looks at the other and says "Shit, man. I didn't see it either!"</p><br />
<p>Am I allowed to curse? Too late. :-)</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>A lot of your work has been tied to the Tony Hawk<br />
franchise. Do you see yourself going back to Tony Hawk or anything like it in the future?</div><br />
<div class="featmenu c1"><br />
<p>I would, but it would depend on the circumstances. Pro Skater was a dream project. I had been pitching a skateboarding game for almost two years at my former company before I hooked up with<br />
Neversoft, who were thinking about the same thing. I'm really fortunate and thankful that I had the opportunity to be a part of it from the start, and to then watch it grow into something that so<br />
many people loved, and something that defined a fairly new genre. Wow, that was 10 years ago! Time flies!</p><br />
<p>I'm actually a big fan of the EA Skate series these days. I know...I'm a traitor. Those guys really upped the bar though, and breathed life back into that genre as it was starting to tread water.<br />
I was totally blown away by the first Skate game. They brought the focus back to the skating itself and used newer tech and some cool, risky camerawork to take the visuals to the next level.</p><br />
<p>I love skateboarding though, and would absolutely do it again if it were for a project that presented something different. Not hyper-real and not the same ol&rsquo; same ol&rsquo;, ya know? What<br />
that is...I have no idea.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>What were the major reasons for starting your own<br />
company?</div><br />
<div class="featmenu c1"><br />
<p>I've always preferred a smaller, more tightly-knit team environment, whether I was on a small team within a large company, or at a small studio (e.g. THPS-era Neversoft). When Tony Hawk exploded,<br />
the company grew rapidly from one game to the next. I think there were 11 or 12 of us on the original Pro Skater team, and maybe 14 or so on Hawk 2. But, by the time I left during Underground 2 (THUG<br />
2), there were 60 or so people on the team, and the company was approaching 100 as they expanded to ramp up production on GUN. My partner, Steve Ganem, and I saw an opportunity to get back to basics,<br />
and to kill off our horrible commutes (both of us had 1.5 &ndash; 2.5 hour drives up to the San Fernando Valley). So we pulled together some of our favorite former teammates from various companies<br />
and went for it, forming SuperVillain Studios with 6 people at the beginning of 2004.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>How would you describe the experience of branching off?<br />
Particularly to people in a similar position.</div><br />
<div class="featmenu c1"><br />
<p>For us it was certainly reinvigorating, especially early on. But as the company grows, so does the stress and reality of running a business and trying to keep people happy and motivated.<br />
It&rsquo;s not something to take lightly, so just make sure that you know what it is you're after, and be flexible and creative with ways that you might get it. You may or may not land your dream<br />
project right away, or ever, really. You may have to pay the bills for a while in order to get there, dependant upon what &ldquo;there&rdquo; is for you or your team. Maybe you are branching out on<br />
your own, or with a really small group that intends to stay that way. In a lot of ways, it much easier to do the really creative stuff that way. Working remotely on borrowed time and with smaller<br />
groups of people is happening more and more. There's a lot of opportunity for that right now. I'd love to try my hand at smaller projects if I could find the time. We're trying to foster more of that<br />
here at SuperVillain right now as well, and it's awesome to see people get really excited about it because it's so different from our typical structure and publisher-to-developer project approach. We<br />
encourage all of our team members to explore whatever they can to open us up to new ideas.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>The name and concept of Supervillain Studios is so cool,<br />
who came up with the ideas? Any influences?</div><br />
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<p>It was on a list of names that my other partner, Tim Campbell, put together before we officially started the company. The three of us (Steve, Tim, and I) looked at the list and that one stuck out<br />
like it was written in neon lights. Remember the scene in the movie Boogie Nights where Dirk Diggler figures out his name? It was just like that, only there was no hot tub. There might as well have<br />
been only one name on that list, even though there were probably thirty or so.</p><br />
<p>As for the monkeys and robots, we were thinking about various comic directions for a while and our Art Director, Chris Glenn, put together a World War 2 propaganda poster using an older robot<br />
design that we had come up with for a book project of mine. That established the illustrated world domination and robots vibe. Then one night during a crunch, at about 3am, he drew the first version<br />
of the monkey bomb logo, almost as a joke. We laughed for an hour and couldn&rsquo;t get over how cool it was. We took that in an illustrated direction and ran with it as a theme.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>Do you all wear latex Supervillain suits underneath your<br />
regular work clothes? If so, doesn't that chafe a little bit?</div><br />
<div class="featmenu c1"><br />
<p>Underneath? No way! How would anyone see them? They're on the outside! Only on the weekends though. And the important bits are cut out of the suit to avoid chafing and allow everything to breathe.<br />
We're really progressive that way. We're a big hit at raves and Burning Man. ?</p><br />
<p>Actually, we do have pretty awesome T-Shirts that at least half the team is wearing on any given day. And someday I'll get around to doing my job and getting our online store launched so that<br />
everyone else can wear them too!</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>What do you look for in potential Supervillain Masterminds<br />
who might be interested in joining your team?</div><br />
<div class="featmenu c1"><br />
<p>Whether they&rsquo;re tech, or art and design, we try to look for creative and talented people. We're slow to hire and very particular. Most of the folks here are big fans of games, film and<br />
music. We're small, so we look for versatility. For example, we don't really have the luxury of hiring an artist who just specializes in making trees, ya know? That seems a bit silly. They need to be<br />
able to make trees, cars, buildings, you name it. And they need to handle every aspect of making it, from modeling, to texture, to lighting, and so on. And to top it all off, they need to be able to<br />
make it all in a photo-real style on one project, and an animated style on the next.</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>SuperVillain always has something really cool up its<br />
sleeve. What shall we expect from SuperVillain next?</div><br />
<div class="featmenu c1"><br />
<p>Disney just announced our Tron: Evolution PSP project during E3. It&rsquo;s an original game, created entirely by us. No ports. Woo hoo! In fact, each platform for the new Tron release this year<br />
is a unique game, with only the 360 and PS3 being the same experience. The project has been a blast to work on, and there are bunch of us on the team that are HUGE Tron nerds. I got to work with<br />
Bruce Boxleitner (Tron!) for our VO stuff, and it was hard not to devolve into a complete fan-boy. When I was a kid, I was screaming my ripcord Light Cycles up and down the sidewalk with my Tron and<br />
Sark action figures inside, and now we&rsquo;re creating our own unique Light Cycles for the game, and directing Tron himself as he reads our script. Pretty surreal. And the game is gorgeous, by the<br />
way. It certainly pays homage to the old arcade games and classic film in a number of ways, so hopefully people will have lot of fun discovering that stuff and tying it to the new material.</p><br />
<p>We're always trying to cook up new original concepts as well. And hey, if you know of any publishers that were fans of Order Up! on the Wii...we're certainly looking to continue developing that<br />
franchise! We have an early version of the sequel running on both the Wii and the PS3 Move, but admittedly it&rsquo;s on hold right now until we finish up Tron and find a publishing partner. There is<br />
a ton of really fun stuff laid out for it, including multi-player, a food editor, crazy custom restaurant stuff, and more of everything that made the first game a lot of fun. I think the first one is<br />
still the highest rated cooking game on all or most the platforms...if you&rsquo;re driven by ratings (Hey, publishers! Read that last line again!).</p><br />
</div><br />
<br />
<div class="head c1"><span rel='lightbox'><img class='bbc_img' src="http://images.gamedev.net/features/business/igf09interviews1/gdnlogo.gif" width="15" height="15" align="left"></span>What does the more long term future hold for you and for<br />
SuperVillain Studios?</div><br />
<div class="featmenu c1"><br />
<p>I really feel like we've got the team, the flexibility, and the direction to deliver something pretty awesome time and time again, given the freedom to do so. Big, small, you name it. You'll<br />
definitely be hearing more about SuperVillain Studios and our projects in the future. We have a staggering 300 or so Facebook fans right now, and that's the new measure of success right? What&rsquo;s<br />
that? Other pages have millions of fans? Well that&rsquo;s their problem! Their pages are stupid! That wasn&rsquo;t very professional. I apologize. They&rsquo;re still stupid though! Mwaaa Haaa<br />
Haaa!</p><br />
<p>Is that it? Are we done? Hey, where ya goin&rsquo;?</p><br />
</div><br />
<br />
<br />
]]></description>
		<pubDate>Wed, 29 Sep 2010 16:33:36 +0000</pubDate>
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