
How
to Network at GDC 2005:
New Strategies for a New Location
by Marc Mencher
If games are your business, then you know that the
month of March is the time of year to once again pack
those hip yet comfortable shoes to wing your way
westward for the Game Developers Conference (GDC). But
if you wing your way to San Jose this year, you’ll need
to bank a hard left and head north because GDC is
setting up shop in San Francisco. And if the prospect of
leaving behind the cozy and familiar environment of San
Jose and all the old haunts (ahhh, the Fairmont lobby
bar) has you feeling like a small, confused fish in a
big, confusing pond, then this article should be bring
you some direction and comfort. By the end of the
conference, you may find while you may have left your
heart in San Francisco, you will have also left with
even more business opportunities and industry knowledge
in your head and hand...More
(February 2005)
How To Get A
Hollywood License That Works
By Brian Dreyer
There are multiple ways to get involved with
Hollywood’s projects, which will become valuable
licenses. Naturally, there are no guarantees that a
Hollywood license equals a great game, but there are
ways to tilt the odds in your favor. So, rather than the
traditional approach (i.e., you’re probably too late and
most likely being "sold-to" by someone) I have a few
recommendations...More
(February 2005)
They
Like to Watch: A Round-Up of Industry Analysts and
Researchers
Every billion dollar industry has its watchers,
those who closely monitor and analyze a particular
market. The game industry is no exception. These
companies don’t make the games, but they help the game
makers make more money. Here is a round-up of some of
those research and analyst firms who offer a focus on
the game industry. Virtually all offer customized,
one-on-one services, but the focus here is more on that
industry information which is readily available, either
for purchase or for free...More
(February 2004)
Chaos
in the Value Chain: Non-Traditional Paths to
Market for Wireless Games
By Eric Low
The market for wireless games is poised to
explode. Over the next several years projections
from many analysts predict tremendous growth in
games and applications as consumers upgrade to
phones with larger screen sizes and more storage
and computing power. After the billions of dollars
invested by carriers to develop next generation
networks for a rapidly maturing market of new
customers, those analysts had better be right...More (November 2003)
Game
Creation and Careers: The Second Coming of "Secrets of
the Sages"
For those familiar with the "cult classic", Game Design: Secrets of the Sages,
that game industry original has been reborn in a
recently released book by Marc Saltzman, Game Creation and Careers:
Insider Secrets from Industry Experts. This is a big
book (617 pages pre-Appendix) and loaded with tips and
advice from loads of people who undoubtedly qualify as
"industry experts." ...More
(September 2003)
Use
the Shift Key: Why Punctuation, Spelling, and Grammar
Matter in Games
By Beverly Cambron
Where did it all go wrong? When did using the shift key
and capitalizing the first word in a sentence, or any
capital letter-worthy word for that matter, go out of
vogue? Email, instant messaging, and text messaging at
least appear to be the obvious culprits. But, for those
of you who value no scientific support and complete
supposition, I propose that part of this rampant loss of
grammatical correctness is, in short, peer pressure...More
(August 2003)
E3
2003 Wrap Up:
Excitement, Expectations, Earnings
In an attempt to please the growing and
increasingly sophisticated interactive
entertainment audience, console manufacturers
and game developers pulled out all the stops at
this year's Electronic Entertainment Expo. Price
cut disappointments, Sony's new hand held
device, and slicker, more sophisticated
standards in gaming graphics took center
stage...More (June 2003)
Hiring
Manager Interviewing Skills: Tips & Strategies
By Leah Rubin and Marc Mencher
While the interviewee chair may be no bed of roses,
the Hiring Manager’s Aeron certainly has its own thorny
issues, and in an industry where the possession of very
specific skills can make or break a project, no
management function is more critical than hiring. Yet,
despite the vital importance of hiring the right people,
most hiring tasks are often pawned off and neglected.
While you may think you simply don’t have the time right
now to devote to putting together an organized
interviewing program, you’ll have much less time when
that only marginally qualified new employee you hired in
desperation botches the job or simply walks out the
door...More
(June 2003)
Use a Filter: Why You Should Not
Express Every Last Thought That Pops into Your Head to
People You Really Don’t Know
By Beverly Cambron
The truth is this is a small industry. It may be big
money-wise, but there is still very much an "it’s a
small world after all" atmosphere. If you're trying to
get a game published, find a job, pick up new clients,
or score good press, you shouldn't always broadcast
everything that's on your mind...More
(February 2003)
Subscription Gaming Will Be Big
(for those who figure it out)
by Dale H. Munk
The thought of having hundreds of thousands of customers
paying $15 per month, every month, sounds like a dream.
And as more gamers seem to be signing up for
subscription games, not surprisingly, a number of
companies have lined up behind the subscription model to
sell their games. But, while some games seem to be
adding subscribers like crazy, others appear barely able
to maintain their small subscriber base, or are even in
decline. What’s the difference? The subscription model
has unique elements that gaming companies are just now
beginning to understand....More
(May 2003)
Manners
Matter: An E3 Etiquette Primer
by Beverly Cambron
With E3 on the docket this month, where many
of us will be out from behind our computers and
the anonymity of email, meeting and interacting
with others in the flesh, we thought it might be
time for a quick E3 etiquette primer...More (May 2003)
Book
Review:
Secrets of the Game
Business
Some of the most common questions we
receive at GIGnews are posed by new developers
desperately seeking business advice. How do we get
published? We need artists, how do we put a team
together? We’re about to sign a publishing deal, should
we agree to X? We do the best we can to steer them in
the right direction, but we don’t always have all the
answers. Happily, a new book from Charles River Media
has come to the rescue....More
(March 2003)
Is Digital Distribution the Future of Gaming?
By Gabe Zichermann
The music industry’s tumultuous relationship with
online downloads remains hot fodder for press and
business pundits alike. But what about digital
distribution and games? Over the past year, the chatter
has heated up and the field of online distribution
portals and providers has grown aggressively. In fact,
this year’s Game Developers Conference offers two panels
on the subject of online software distribution and
self-publishing on the Internet. As the effect of the
Internet and peer-to-peer networks on PC game retail
becomes more firmly grasped, and with online downloads
playing a major role in other media-related industries,
is digital distribution the future of gaming?...More
(February 2003)
Getting
Published Part 4:
Completing Your Contract Arsenal - NDAs, Employee and
Consultant Agreements
By Thomas H. Buscaglia, Esquire
In this final article on legal issues a start up
developer should be aware of, long before they even
consider looking at a developer/publisher contract,
attorney Tom Buscaglia takes a look at some other basic
contracts every rookie developer should have: the
employee/consultant agreements and Non Disclosure
Agreements (NDAs). These basic agreements protect the
IP that form the core assets of your
development company...More
(February 2003)
Getting
Published: Part 3:
Just what are these games made of...legally speaking?
By Thomas H. Buscaglia, Esquire
The games you make are ultimately reduced to code. 1s
and 0s. But you know there is a lot more to what goes
into a game than just code. Art, sounds, textures,
models, animations and, of course, the engines that make
them go. Legally, this stuff is all termed Intellectual
Property or IP for short. There are several basic types of IP: copyrighted
works, patented inventions, trade and service marks, and
trade secrets. Attorney Tom Buscaglia takes a closer look at the different
types of IP to help you better understand their differences and
similarities...More
(October/November 2002)
Getting
Published Part 2: Initial Legal Issues
By Thomas H. Buscaglia, Esquire
So, you and a group of your talented friends have come
up with an idea for the best computer game ever. You
have the concept, you have the talent, and you’re ready
to rock. You begin with a really great story line,
amazing 2D renderings from a local artist friend of
yours and you use your substantial talents to transform
these 2D renderings into some of the most awesome 3D
characters and creatures that anyone has ever seen. A
friend of your brother is a hot-shot programmer and he
has done all the programming you need to make your game
go. You even put some really rocking music which you
downloaded off the net into the program. So, now your
demo is all ready to be presented to publishers to land
that development deal you have all worked for, right?
...More (August/September
2002)
Developers
and Publishers Part 1: Process Overview
By Beverly Cambron
The topic of how developers go about getting
published is an involved one and, apparently for many,
based on the "help!" emails we receive, an elusive one. Rather than trying to cover it all in
one article, we’ve decided to begin an ongoing
exploration of the topic. We begin this month with an
initial overview...More
(July 2002)
Soundbites
Amazingly enough, 2002 is just about a done deal and
that means it's pundit time. GIGnews contacted industry
insiders to get their quick take
on the industry over the past year, and what they
envision and/or hope for next year. Good or bad, and
whether a couple of words or a couple of sentences, we
asked for their thoughts and we were kindly obliged.
Learn what developers, publishers, reviewers, and more had to say
about the year behind and the year ahead for the
games...More
(December 2002)
Wireless
and Handheld: The Now and Future of Portable Games:
It was in the fall of 2000 when it seemed that every
other press release received was from a wireless or WAP
game developer. Although things have mellowed
considerably since those heady days of wireless game
buzz, optimism for this segment of the industry remains.
With game industry names joining the wireless and
handheld contingent, and social trendspotter Faith
Popcorn heralding consumers needing constant
entertainment from every device, portable games are in
the news. Learn why industry veterans are switching to
wireless and handheld game development...More.
(March 2002)
Games
and Film-style Finance
by Beverly Cambron
As the process of creating games has become increasingly
film-like in complexity and cost, however, and as next
generation game consoles continue to raise the quality
of video and audio, a new funding model has begun to
take hold. Based on film-style financing, this type of
game development funding offers an alternative to the
traditional royalty advance model...More
(February 2002)
Games
Industry: 2002 and Beyond
As we dreamily read our 2002 horoscopes (for the record,
we’ll collectively find true love, win the lottery, and
wear more lavender and ecru), we wondered what the year
held for the games industry. 2001 was a tough year for
just about every industry, and games were no exception.
But was this, perhaps, all just a darkest before the
dawn scenario?..More
(January 2002)
A
Gamer’s Guide to Raising Growth Capital:
The Process and Timescale
In this capital
raising primer, Jeremy Furniss of Livingstone
Guarantee's London office, breaks down the process and
the timescale from creation of the business plan to
completion of funding...More
(January 2002)
by Jeremy Furniss - courtesy
gamesbiz.net
An
Introduction to Completion Bonding
by Frank Jennings - courtesy
gamesbiz.net
Completion bonding is a finance model which is often
used in the film industry. In a nutshell, completion
bonding works like this...More
U.S.
Game Industry Ahead of Its Game Despite Recession
Despite a weakening economy, retail dollar sales of U.S.
video game hardware, software and accessories increased
33 percent year-to-date (January-September) 2001,
compared to the same time last year, according to a
report released November 19th...More
(December 2001)
Invading the North American Game Market
Why did the Beatles invade America? Because it was a bloody big music market, and
still is. For many, when you make it in America, you’ve
really made it. Can the same be said for games?...More
(November 2001)
Wireless
Gaming: Will Consumers Pay to Play?
Certain wireless gaming
forecasts have predicted that this market will be worth
nearly $17 billion, approaching the value of the
Hollywood movie industry. Don't believe the hype, says
Ovum, an analyst and consulting company in their report
"Wireless Games: Playing to Win"...More
Gamers React to Changing Face
of Industry by Tricia Harris
Recently a cross section of gamers were asked to
share their thoughts on what’s going to happen next in
the industry in response to the flurry of layoffs,
cancelled titles and closed development houses. What is
concerning your consumer? Their top concerns are
here...(October
2001)
The
Benefits of Game Web Sites
by Tricia Harris
...Anyone can set up a game site, whether it is a
general news source, or dedicated to a game or
developer. But not every site manages to rise above the
online clutter. For those that do, the rewards and
benefits vary from the simple ego boost of having one of
the best Web sites on the Internet to catching the eye –
and perhaps a job – working on an official site for a
game’s developers...More
(August 2001)

|


|