Posted by Gamesauce Staff
Development
Tuesday, November 30th, 2010

There’s an old joke among game producers, that the job is herding cats. “What we’re doing,” explains Tim Huntsman, “We’re herding people across multiple disciplines.” The senior producer from Disney’s Fall Line Studio goes deeper into the topic, saying that programmers speak a different language than artists. “There are sub-dialects within that,” chuckles Huntsman. Creative [...]
Posted by Jessica Tams
Fall 2009
Monday, November 29th, 2010

Long before he was elected governor of California, Arnold Schwarzenegger was a really, really bad actor. His multimillion-dollar blockbusters were almost universally films in which he did little but grunt and shoot and blow stuff up. But the movies in which he actually, you know, talked and stuff? Yuck. Case in point: Twins, the 1988 [...]
Posted by Gamesauce Staff
Exclusive Interviews
Monday, November 29th, 2010

XLOC’s president and co-founder Stephanie O’Malley Deming just wrapped working with Activision on a very high profile game coming out this holiday. “That end-of-the-project push is so exciting and exhilarating. For a game of that size, there are so many loose ends to wrap up. From a production perspective, you need to be quick, focused and [...]
Posted by Contributions
Exclusive Interviews
Saturday, November 27th, 2010

Don Daglow is what we would call an elder-statesman of the game industry, with a career longer than most, and touching all facets from executive to designer. Taking a long view of change, he talks to Gamesauce about how developers can balance business and creative concerns, and still win by unleashing the mad scientist, and [...]
Posted by Gamesauce Staff
Development
Monday, November 22nd, 2010

Peter Alau sits across from me, eating a sandwich. We’re discussing the cost of game development. The executive from Digital Extremes says that they discovered, years ago, a third of development gets sunk into time that is actually not spent making the game. “It’s waiting for stuff to happen.” If that’s true, it would mean [...]
Posted by Contributions
10 Questions, Fall 2009
Monday, November 22nd, 2010

Scott Miller of 3D Realms discusses Duke Nukem, publishers, Tomb Raider, Hollywood, Star Wars, the importance of a strong lead and fixing the industry in 10 Questions from the Fall 2009 issue of the Gamesauce Magazine. 1) We keep hearing about transmedia. What exactly does that mean, anyway? Star Wars is my best example of [...]
Posted by Gamesauce Staff
PR & Marketing
Wednesday, November 17th, 2010

Cammie Dunaway saw a future for games emerge when she ran Sales and Marketing at Nintendo of America. She recently took a moment with Gamesauce to share where she’s been, her current work at KidZania and where she’s going in large part because of the games industry. Marketing a Vision Nintendo sparked Dunaway’s attention in [...]
Posted by Gamesauce Staff
Business
Wednesday, November 17th, 2010

Hi5’s CEO Alex St. John hopes to change the world a third time. Once would be enough for most people, but St. John is boisterous, larger than life, sometimes outrageous, but always gregarious. We sat down with him to talk about his thoughts on game technology, avoiding becoming an accidental game platform and figuring out [...]
Posted by Vlad Micu
Press
Monday, November 15th, 2010

Working at ITC publishing for 11 years, Alexander Ptitsa is not only a well-known journalist in Ukraine, but he also witnessed and covered the growth of the Ukranian game industry before it even existed. We sat down with him to talk about how he first got started as a new media and game journalist, his [...]
Posted by Vlad Micu
Studio Spotlight
Friday, November 12th, 2010

It’s not easy to be the most popular developer in Ukraine. GSC Game World not only attained international recognition through their Cossacks and S.T.A.L.K.E.R. franchises, but the studio also quickly became notorious for having educated many young Ukranian game developers. GSC’s former employees can be found in many game companies across and outside the Ukraine. [...]