The Developer's Life by Francois Dominic Laramee Archive

Developer's Life Part 17: The IGDA Quality of Life Paper
By François Dominic Laramée
Not very often do I begin a project wondering about its ultimate influence on the "greater good". Less often still do I keep on wondering once the project is over. But that is exactly how I feel about Quality of Life in the Game Industry: Challenges and Best Practices, the IGDA white paper which the committee I have the honor of chairing has unveiled at GDC and officially released in late April. And if you think this "quality of life" stuff is worthless tripe that a Real Game Developer With A Hardcore Work Ethic shouldn't care about… Well, I hope you will change your mind someday. Preferably before you reach a management position and have time to cause too much damage...More (May 2004)

Developer's Life Part 16: San Jose for the Last Time (And Not a Moment Too Soon)
By François Dominic Laramée
Every GDC has a defining moment. Shigeru Miyamoto getting a well-deserved standing ovation from a packed house of his peers. Bill Gates announcing the Xbox. Decrepit booth bimbos in skunk outfits shilling for an odor-emitting PC peripheral...This year's most memorable event took place during Andrew House's PlayStation keynote. While showing off the funky little EyeToy (which received an innovation award and was ubiquitous on the expo floor), House mentioned that Sony was about to release an EyeToy-enhanced dancing game, which sounds like a winner to me. At which point the craziness began...More (April 2004)

Developer's Life Part 15: The Name of the Game is Blame
By François Dominic Laramée
When games end up losing money, there are plenty of opportunities for blame. So, FDL says, we bitch and moan a lot, but we know that in the end, if a studio delivers a serviceable game in something remotely resembling the original schedule and budget, its immediate future is safe. If the game tanks in the marketplace, the publisher will chalk it up to the nature of the business and keep working with the studio. Especially if it’s one of their own internal operations, over which the publisher holds almost divine levels of power. Right? Or maybe not...More (January 2004)

Developer's Life Part 14: New Year's Resolutions
(High-Res, Low-Res, And Every Mipmap In Between)

By François Dominic Laramée
Our FDL again dares to voice what others dare only to think. In this issue, he lays out his New Year's Resolutions. Read why he vows to be more optimistic, read more, play better with others, and practice more...More (January 2004)

Developer's Life Part 13: More Bookshelf Clearing
By François Dominic Laramée
It's that time of year again: my bookshelves are overflowing with good stuff I have to recommend to you guys, just in time for the game industry's Great Annual Post-Christmas-Release-Crunch Sleepoff! Lots of good stuff in there, so grab a pencil, fire up your Amazon wish list, or just cajole your loved one something extra, and read on…More (November 2003)

The Developer's Life Part 12: Enough is Never Really Enough
The always opinionated FDL kicks off a hot summer with his take on the IDSA's attack on a Washington state law, neoliberal dogma and Reagan-Thatcher-Bush-Chrétien laissez-faire capitalism. He also wonders why every game needs to fill twelve DVDs and require 200 hours of play time to receive favorable reviews – or even any sort of distribution at all? And then he really gets fired up...More (June 2003)

The Developers Life Part 11: Size Matters
Some time ago, the esteemed editor of this publication and I briefly considered looking for a sponsor for my column. Back then I quickly dismissed the idea, convinced that no sponsor worth his salt would give a second look to my left-leaning nonsense when there were so many worthier targets for their not-entirely-disinterested generosity. But now might be a good time to revisit the concept, because the more I think about it, the more I believe that I just might be the last sponsor-free entity left on Earth...More (May 2003)

The Developer's Life Part 10: Looking for a Quick Fix
By François Dominic Laramée
One of the things that surprised our beloved FDL during the process of putting together his upcoming book Secrets of the Game Business was how few of the developers who wrote articles or submitted to interviews complained about the business practices of their publishers. After all, while the situation inside the industry may not be anywhere near as dire as "conventional wisdom" would lead us to believe, he has lived through a couple of horror stories himself, and he expected most of my peers to have as well. But it doesn't seem to be the case....More (December02/January03)

The Developer's Life Part 9: Top Tens Revisited, or How to Screw Up Even Worse Than Before
By now, Francois Dominic Laramee has written over 60 articles and close to 250 comedy capsules for a dozen different publications. He is just about six weeks away from signing off on my second book. And yet, he gets more reader email discussing his old diatribe "How to Screw Up a Perfectly Good Game Company in 10 Easy Steps," published over two and a half years ago, than all other topics combined. So he started thinking, did that article age well? Is its advice still relevant? So he went back, re-read them both, and put together the following notes and thoughts. Including a couple of extra ways to inflict grievous damage on yourself without even really trying...More (October/November 2002)

The Developer's Life Part 8: The Urge to Create
By François Dominic Laramée
I stumbled upon a book about the ultimate creative experiment: the Creatures project, a game series that made a huge splash in Europe and should have made a much bigger one in North America, because it featured the first successful large-scale experiment in artificial life. ..More (August/September 2002)

The Developer's Life Part 7: Cleaning Up the Bookshelf
By Francois Dominic Laramee
Now that the E3 crunch is behind us and that a couple of benevolent console manufacturers have lowered the prices of their wares to relatively non-exorbitant levels, we game developers find ourselves in possession of two rare commodities: a modicum of free time, and some leftover pocket change. This, of course, means that it's time to start thinking about our light summer reading...More (June 2002)

The Developer's Life Part 6: Losing the Passion
By François Dominic Laramée
"At the risk of ruining my career, let me state that I lost my passion for computer games a long time ago. Don't get me wrong: I still get pretty excited when a new Will Wright title comes out, and my wife thinks that I spend way too much of my pocket change at the local board game shop. But I won't go out of my way to try out twenty new demos every week like I'm told I should"...More (May 2002)

The Developer's Life
Part 5: Do You Know the Way Out of San Jose?

By François Dominic Laramée
Yes, it's that time once again: good old FDL is back with yet another edition of his very personal, very subjective and not very lucid report on the Game Developers Conference...More (April 2002)

The Developer's Life
Part 4: Dealing With Success and Failure

By François Dominic Laramée
For better or for worse, game development is a part of the entertainment industry, and its benchmarks for success have been applied here as well as in movies, TV or print publishing...
More (February 2002)

THE DEVELOPER'S LIFE
PART 3: REGAINING CONTROL

By François Dominic Laramée
T
hree years ago, I chose to give up the security of regular employment to become a freelancer because I wanted to take control over my life. What I had experienced prior to 1998, both within and without the game industry (the greed, the power struggles, the ever-increasing demands on employees' time) seemed alien to me. I could no longer focus my efforts on fulfilling someone else's idea of what my goals in life should be, so I dropped out...More (December 2001)

THE DEVELOPER'S LIFE
PART 2: PUTTING THE HOUSE IN ORDER

By François Dominic Laramée

As the Fall release season begins, we are reminded of one of the truisms of our business: you can't postpone Christmas. Since most of us ultimately depend on those all-important holiday sales for our livelihoods, shipping product on time is even more important for game developers than for just about anyone else, in any industry.

Yet, the annual cascade of bad news has already begun. From the benign one- or two-week delays in shipment of Xbox and GameCube hardware to the far more troubling outright cancellation of SimsVille, game development projects routinely falter, stumble, or fail altogether...More (October 2001)

THE DEVELOPER'S LIFE (OR LACK THEREOF)
PART 1: A CALL FOR FREEDOM
by François Dominic Laramée

...While researching his recent book, Free Agent Nation, author Daniel Pink spent more than a year on the road talking to hundreds of them, all over the United States. What he found out is staggering: soloists, microbusinesses and temps now account for 33 million American workers. One out of four. And their numbers are growing fast...More
(August 2001)

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