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30°

Up Up Down Down Left WRITE Kickstarter Update

Nathan Meunier - "If you’ve ever wanted to get the inside scoop on how to break into the world of freelance video game journalism, then this is your chance to back a project that’ll help you jump start your dream career. Last week I launched a Kickstarter campaign for my book Up Up Down Down Left WRITE – The Freelance Guide To Video Game Journalism. It had a killer first week, raising over $1,200 of its $7,000 goal. But then the influx of new backers died down to a light drizzle, then a trickle, and now it’s like the Sahara Desert over here. Not unexpected! Most Kickstarters hit a lull after launch and then pick up momentum during the home stretch. I’m still pretty optimistic about everything, but I don’t intend to let this thing die on the vine mid-way, which is why I need your help THIS VERY SECOND!"

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nathanmeunier.com
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50°

44% of games industry professionals have considered leaving the industry as a result of redundancies

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

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gamesindustry.biz
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Community23d ago
Cockney23d ago

Well if that 44% left im sure there would be a lot less redundancies

40°

Stop Killing Games on the latest European Commission public hearing

It's a step forward for Stop Killing Games.

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rockpapershotgun.com
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50°

"Be creative 99% of the time" – Glen Schofield on how creativity can help fix AAA industry woes

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI

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gamesindustry.biz
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Community24d ago
lodossrage24d ago

I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise

We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.

Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.

Scissorman23d ago

it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.

__y2jb23d ago

This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.