Manager In A Strange Land: The Czar Chart
Jamie Fristrom talks about ceeating an alternative org chart that can build morale by making people feel responsible for their work and also eliminate micromanagement.
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Manager In A Strange Land: The Dead Zone
Jamie Fristrom explores the time between when a game has had its first early demo and when it has been finished where it looks horrible and upper management will likely freak out trying to figure out why it isn't in a constant shippable state.
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Ten Easy Ways to Screw Up Your Game Company
This is an article that was posted on GigNews and was written by François Dominic Laramée. It's a funny article but it really does show what can go wrong and how best to make it happen.
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Ten More Ways to Screw Up Your Game Company
The first article written on this subject was so popular that François Dominic Laramée decided to write another one. Also a good read with even more ideas on how to screw up
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Risk Management with Development Schedules
Risk management plans are possibly one of the hardest things to develop at the beginning of a project. Timothy Ryan tries to show different ways of dealing with risk management in this Gamasutra article.
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The Game Proposal, Part One
This article by Luke Ahearn is the first part in a still being developed series on creating game proposals. If you are planning on getting funding for a game and don't know where to start, read this.
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Budgeting and Scheduling Your Game
Another great article by Luke Ahearn this one focuses heavily on schedule development and determining your budget.
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Collaborating in Game Design
An older article written by Noah Falstein and David Fox. This article deals with how to create a better team environment in an industry that is starting to include bigger and bigger teams.
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Creating Killer Brands in Indepenent Game Developers
What does a customer really think of your brand and how do you make it "killer"? Mattew Riggall focyses on that campaign and how not to sound stuffy in the game industry.
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IP Rights White Paper
This article written by the IP Rights Comittee is a comprehensive analysis of key forms of IPR, legal definitions and information about global intellectual property rights as they relate to games and those connected to game development.
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Manager In A Strange Land: Most Projects Suck
Jamie Fristrom talks about how all projects suck. An article that somewhat skims the surface of desuckifying a project.
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