
NextGen Player writes:
Ellen Beeman was my first interview at the VFS Game Design Expo and it was a real pleasure to speak to such an affable veteran of the industry. She is currently the lead producer in MGS' First Party Experiences Group and she comes loaded with years of experience developing for various platforms. She's even been heavily involved in one of my favourite franchises of all time, Wing Commander.
On this day, I managed to keep my nerd nostalgia in check and stick to questions pertaining to her Game Design Expo presentation, "Designing for Consoles". We talk a bit about bridging the gulf between PC and console gaming, as well as what will happen to well-written stories once all the online frag fests and MMOs have taken over the world.

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

It's a step forward for Stop Killing Games.

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