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30°

A Guide To Gaming Conventions

Jessica Winkler of Metal Arcade writes:

Gaming conventions are a great way to meet new people, hang out with old friends, and get the inside scoop on all things related to the gaming industry. They are used for networking, promoting, and just having an all around great time. With PAX Prime just a week away, a lot of convention goers are going into panic mode, grabbing last minute flights and trying to find hotels that aren’t 50 miles from the convention center. For me, it’s been a few years since my last big event, and the excitement is mounting.

A lot of people I talk to are intimidated by the idea of these large conventions (Blizzcon, E3, PAX, MLG, WCG…) To be fair, it can seem a little overwhelming. For anyone who hasn’t been to one of these events, if it’s your first time, or if you could just use some tips on how to make the process a little easier, I’ve made a list of things I think everyone should know.

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metalarcade.net
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
Cockney26d 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
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
lodossrage27d 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.

Scissorman26d 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.

__y2jb25d 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.