September 2005
4 posts
A day in the life of fledgling game company
I thought it might be nice to describe what my average day might look like. Today wasn’t a particularly glamorous or interesting day, but this is what happened (just in case you thought we sat around doing nothing). 8:30 am - Woke up, took a shower, had breakfast. I work from home, so my commute is fairly short. 9:30 am - Answered a bunch of e-mails from players. One video card tech...
Sep 28th
Game investment
This week I was lucky enough to attend a video game investor conference, here in San Francisco. It was a two day event that where developers could pitch their businesses to investors, and where developers could learn about what investors look for, what they are investing in, and why. It was the first conference of its kind that I know of. First some background information. There are two basic...
Sep 21st
Prototyping games through narrative
When creating something complex and new, it’s extremely helpful to be able to visualize it in some way before committing to creating it. Film-makers use storyboards, authors use treatments, and programmers use prototypes. The picture you see here on the right are ideas Cory Strader (the lead artist on NS) had for what the NS aliens would look like and brings back memories for me. This...
Sep 8th
Hollywood game development model
Here’s something I’ve been thinking about and researching a lot recently. It’s a description of an emerging game development model that uses a small development team to create a big game, and is the model we’re going to be using at Unknown Worlds. I recently wrote this up for our business plan, so please forgive me if it sounds a bit impersonal or corporate. The...
Sep 2nd