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Dedicated to Game Dialogue – by Richard Rabil

Richard Rabil

Richard Rabil is a technical writer, aspiring game writer, RPG enthusiast, and designer and creator of Dialogue Junkie. He has a passion for understanding the power of language in interactive digital media, as reflected by his graduate studies in Technical Communication and his research interests in the way video games engage people. When he’s not [...]

Making My First iPhone Game From Scratch Part. 1 – by Pepwuper’s Brandon Wu

portrait Brandon Wu

Brandon Wu is the founder and CEO of Studio Pepwuper. Brandon’s previous career includes strategic consulting at Sony and leading a testing team at Electronic Arts. In a previous life, he was an MBA, a economics major, and an owner of an office supply company. Now he spends his time making games, writing blog posts, [...]

Starting Your Own Thing – by Junebud’s Ola Holmdahl

Ola Holmdahl

Ola Holmdahl is CEO and game designer at Junebud AB. Ola’s previous career includes managing the game design program at the University of Skövde, doing lead game design at DICE and creating concept art for various games. In a previous life he was a freelance artist and an academic (but not at the same time). [...]

The birth and life of Eclipse Interactive

eclipseinteractive

Why on earth would anyone start up an independent games development studio in a time when devs all over the world are being put to the sword? When even the biggest publishers are taking out their marketing inadequacies on our creative brothers and sisters on the battlefront, canning them rather than the people behind the [...]

Marketing Secrets Revealed!

Brucegreen

There will be many development people reading this who know exactly what I look like. And I don’t mean in some carefully-posed corporate photograph either. I mean in the shambolic, 3D, real-world flesh. In fact they will be far more familiar with my ugly appearance than that of just about any other co-worker from Marketing. [...]

Reflections on the Birth of Sinistar

sinistar

Noah Falstein looks back at his work on the legendary arcade game Sinistar, working in the the coin-op era, the birth of game designers and the aftermath of Sinistar. My first officially published computer game was a coin-operated arcade game called Sinistar, released by Williams Electronics in 1983. I’ve subsequently worked on a lot of [...]

An Interview with Trip Hawkins

Trip Hawkins

Trip Hawkins of Digital Chocolate discusses the early days of EA, the core principal the publisher was started with, launching the 3DO game console, licensing technology, Digital Chocolate and much more in this issue’s cover story Let’s talk about the launch of EA. What got you started? Well, you really have to think back to [...]

Industrial Depression: All that’s worst about the industry

depressedy

When you tell people you make games for a living they generally say something like, “Wow, that doesn’t even sound like a job,” or “If that’s work, what could you possibly do for fun?” And for the most part it’s true: Making games beats the heck out of, say, cleaning sewers or performing rectal exams [...]

Don Daglow outlines how market clarity comes from creative passion

Don Daglow

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 [...]

10 Questions with Scott Miller of 3D Realms

scottmiller3dr

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 [...]

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