>> THE IMPORTANCE OF PROFESSIONAL REFERENCES
|
GDC 2008 & The State Of Independence
This year's GDC event at the San Francisco Moscone Center seemed to focus more on the little guys than the big boys, with indie and casual games like Fez and Crayon Physics Deluxe inspiring the specialist press moreso than your Gears Of Wars and your Street Fighters. (At least that's what they told me during after-show drinks).
Although both highly successful game franchises received rave responses from one and all, seasoned journalists commented that they were more hyped about the small original games than the big-budget sequels.
Crayon Physics Deluxe walked away as winner of the Seamus McNally Grand Prize; its premise is to simply get a ball from point A to B by drawing physics-enabled objects that would help it reach the goal. To see more, go here. Meanwhile Microsoft's announcement that Xbox Live would adopt a more open community "Youtube" model left plenty optimistic for the future of gaming, but also left many with questions.
The Redmond giant announced that, as of that very day, players could download XNA game content from Xbox Live Marketplace. Additionally, current XNA developers could take part in the beta test to develop, rate, and share games in what is now known as the XNA Community Program. Details of the program confirmed to-date are these:
- Games go through an approvals process before they are available on XBLA; the full process is detailed as "Create, Submit, Peer Review, Play."
- Peer reviews will happen within the Community Program.
- No ESRB rating requirements.
- The file size limit could be increased in the future.
- Games won't be region-locked to start with, but that could change in the future.
- Game creators will own the rights to their creations.
- Stats for XNA downloads may be implemented in the future.
- XNA Community Games will not contain achievements.
- Friends lists won't work on XNA Community Games, but this too could change.
Thus far, the big question remaining is …
five nominees in the initial go-‘round: “Crash Of The Titans” by Christopher Mitchell, “Dead Head Fred” by Dave Ellis and Adam Cogan, “The Simpsons Game” by lead writer Matt Selman and others, “The Witcher” by lead story designer Artur Ganszyniec and others, and “World In Conflict,” by Christofe Emgard and others.
on royalty splits. Currently, Microsoft is said to operate on a 30% to them, 70% to developers share split for most, if not all content on the Arcade service thus far. Rumors have pointed to this figure changing drastically for indies -- the new split rumoured at 65 to Microsoft, 35 to the developers -- arguably making the platform an unattractive proposition for many. The rumor is currently without confirmation or denial, though we’d wager a platform holder-favored split increase will happen, purely because of the extra server space and bandwidth Microsoft will be ponying up to provide for all would-be creators and downloaders.
Sony and Nintendo kept their announcements to a minimum, with Nintendo merely specifying product release dates, including Wii Ware’s May 12 U.S launch and Sony releasing a variety of announcements, the most understated being that Insomniac was to share some of its impressive technology solutions with the PlayStation 3 development community. Under what terms and what exactly would be shared is still unknown, though it’s a promising boost for present and forthcoming PS3 developers.
Other than that, GDC was packed with inspiring talks, with the most talked-about moments including the discussion on the success of Valve’s much-celebrated Portal title, Ken Levine’s beautifully honest talk on story and, of course, Chris Taylor assertion that PC gaming as we know it is dead. Though my personal favorite had to be Josh Resnick’s refreshingly faith-affirming talk on building Pandemic. I especially liked how he asked his team if they wanted to take on a potentially big project, where the publisher asserted they would be “chewed up and spat out.”. Obviously, they said “no.”
Once again the show was a runaway success for the organizers, this year boasting a record 18,000 attendees. The event is set to return to the Moscone Center in San Francisco from March 23-27 next year.
|
|
In today’s information age, it is not uncommon for companies to run background checks prior to extending an offer. Even more common (and almost the rule), hiring managers will want to speak with your previous supervisors and co-workers to assess your suitability for their position. Since a formal offer will most likely hinge on a successful reference check, keep the following points in mind so you don’t let that opportunity for career progression pass you by.
>> THE BUSINESS OF MMOGS: ARE SUBSCRIPTIONS PASSÉ?
While the majority of MMOGs in the U.S. still earn their keep by collecting monthly fees, the classic subscription business model is no longer a knee-jerk reaction for most domestic publishers of new massive-multiplayer online games.
>> INTEL GROWING VISUAL COMPUTING DEVELOPER COMMUNITY
Intel’s Visual Computing Developer Community has a newly redesigned Web site that the company is recommending as a really helpful destination for game builders seeking advice or anxious to share their expertise.

Last month, we discussed how, over the years, the team here at DAM has encountered job seekers of all flavors. And we focused on the top five mistakes made by job seekers.
>> Q&A: UNION PROVIDES OPPORTUNITIES FOR DEVELOPERS
LA-based Union Entertainment is a feature film and videogame talent management and production company that's been representing game development talent for years, helping them sell their own projects or securing work for hire projects. But not everyone is aware that Union occasionally synchs up with DAM to the benefit of developers and publishers alike.
>> QUALITY OF LIFE? DOES ANYONE STILL GIVE A DAMN?
It's been exactly 3-1/2 years since EA_Spouse -- née Erin Hoffman -- wrote her open letter to the games industry and focused a laser-like light on the oppressive working conditions that her fiancé and, by extension, the rest of the development community endured. "Quality of life" (QoL) became the buzzword du jour and unionization the hottest topic around studio water coolers.

>> Top 5 Mistakes Made by Job Seekers
Over the years, the team here at DAM has encountered job seekers of all flavors -- from the "timid, one-word answer" guy to the "you're lucky I've even agreed to talk to you" guy.
>> Q&A: SPARKPLAY READIES 'EARTH ETERNAL'
The success of the games industry has lead to a growing number of small studios forming with the help of venture-capital or private equity. One of those is San Francisco-based SparkPlay Media which is developing an unusual MMOG that is designed to use some of the more popular social networks as customer acquisition tools.
>> CASUAL GAMES LOOK TO AD-SUPPORTED 'TV MODEL'
Some may recall a time not so very long ago when it didn't cost a red cent to watch television. Advertisers funded everyone's home entertainment and the only price you paid to watch your favorite sitcom was having to sit through the commercials.

>> iPhone: Savior Of Gaming? Or Apple’s Marketing Mastery At Play?
On March 6, Apple’s 2.2-GB iPhone SDK was publicly released, complete with a Steve Jobs-fronted presentation detailing all the bells and whistles.
>> 'SIN CITY' VIDEO GAME GOES STRAIGHT TO THE SOURCE
Some films seem so perfect for converting to video games that one wonders why it never happened. Quentin Tarantino's "Kill Bill," for example.
>> 'IRON MAN,' 'HULK,' 'ALIEN' POWER SEGA'S REINVENTION
It's no mean feat powering up from being video game publisher No. 14 in 2004 to becoming the industry's sixth largest third-party publisher today. But Sega of America is tasting that success. Industry analysts credit its president and COO since 2005, Simon Jeffery, as the force behind the company's struggle to reinvent itself.

>> WHAT NEXT AFTER CARIBBEAN PIRATES? BRUCKHEIMER BETS ON VIDEO GAMES AND THE MIDDLE EAST
Given the current state of world affairs, Iran is probably not the most ideal setting for a family-friendly, big-screen blockbuster. But refer to it, instead, as "Persia" (its former name), set it back 2,500 years or so, and base it on a popular video game brand, and what have you got? Exactly the sort of creation producer Jerry Bruckheimer might envision as his next major project.
>> AND THE AWARD FOR BEST VIDEO GAME WRITING IS ...
[NOTE: This article was written in early February, before "Dead Head Fred" won the WGA award on Feb. 7th.]
Awards for the best video game writing? Isn't that an oxymoron? Aren't video games about jumping, shooting, running, shooting, and -- more shooting?
>> GDC 2008 & The State Of Independence
This year's GDC event at the San Francisco Moscone Center seemed to focus more on the little guys than the big boys, with indie and casual games like Fez and Crayon Physics Deluxe inspiring the specialist press moreso than your Gears Of Wars and your Street Fighters. (At least that's what they told me during after-show drinks).

>> Q&A: Boon Or Boondoggle: Tips For A Successful GDC
GDC season is upon us again. Time for booth duty, seminars, new gadgets, renewing acquaintances, meeting people, and parties galore.
>> WBIE On Developer Shopping Spree
When it comes to large media companies playing in the video games sector, the two most aggressive contenders are clearly Walt Disney Co. as No. 1 and Warner Bros. as No. 2. Both are spending a lot of money and moving quickly.

>> Q&A: From SONY To Startup
Best known for creating the “Twisted Metal” and “God Of War” series at Sony, David Jaffe is now co-founder and creative director at seven-month-old indie developer Eat Sleep Play. Why does anyone leave a cushy job after 14 years at Sony to become an indie? We took a few minutes to chat with David to get some answers.
>> Game Developers Expect Credit Where Credit Is Due
Imagine working on a blockbuster film for 2-1/2 years and then being left out of the movie's end credits. It's not likely to happen because union contracts dictate giving credit where credit is due.
>> NBC Uni's Move Into Vid Game Ads Augurs Trend
When Microsoft bought the in-game advertising network Massive in 2006, it was said that the purchase validated the business of selling ads inside video games. But Microsoft was already in the games business, of course, and knew full well the value of in-game ads..
|