Interview With the Goddess: A Chat With Rick Hall, Senior Producer, Ultima Online
GIGnews is pleased to introduce our new ongoing feature: Interview With the Goddess. GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it. For her debut interview, Melanie spoke with Rick Hall, Senior Producer of Ultima Online...More (September 2001)

Here, by popular demand are FDL's original ten...
How to Screw Up a Perfectly Good Game Company in Ten Easy Steps
by François Dominic Laramée
...There are no golden paths to game development stardom, but there are many, many tempting roads leading right into the abyss. Here are just a few of them. Trespass at your own peril...More

Ten More Easy Ways to Screw Up Your Game Company
by François Dominic Laramée
Last January, before this esteemed web site got on the air, I wrote an article describing ten easy ways to wreck a perfectly good game startup without even really trying.

I expected that particular piece to incite at least a few death threats, which would have cemented my status as Respected Author (tm). No such luck; the response was almost unanimously positive, leaving me immensely disappointed. However, there was so much response from all over the business that, in good game industry fashion, I just had to churn out a sequel.

Here it is, then: ten more ways to run your very own studio into the ground and, if past history can be trusted, get a better paying job in the process...More

When All Else Fails: Turning A Project Around
by François Dominic Laramée

Okay, imagine this: Company X has just hired you as a producer. The head of studio hands you a complete, detailed design document and says that the project is expected to go into production in two months. The lead designer and lead programmer, highly qualified and easygoing people you know well, are already working on a prototype full-time and it looks like you have something special on your hands. You spend your two months carefully planning the project, the company approves the resource allocation plan you submit, and by the time the rest of the team is ready to rock and roll, you’re well on your way to a blockbuster.

If that’s the situation you find yourself in, you’re luckier than me, and there are numerous how-to books and articles that can tell you how to proceed. (Heck, you might even be able to apply some of those nifty concepts they showered you with at graduate business school. Never happened to me, but it might happen to you.)...More

The Designer's Production Guide
by William Anderson

Design for the situation and your team. This is a very simple rule but one frequently overlooked by Designers, Producers, and Managers. They get so caught up in the desire to realize their vision that they don't stop to ask the important questions: "Is this concept beyond my teams ability to make?" or "Do we, as a company, have the know-how to bring in the right staff and technology quickly enough to do the game on time and in a cost effective manner?" Failure to address these simple issues has needlessly killed many projects, teams, and companies...More

 

 

 

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