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An Interview with Ellen Beeman, Microsoft Game Studios

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.

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nextgenplayer.com
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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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Community27d ago
Cockney27d 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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lodossrage28d 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.

Scissorman27d 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.

__y2jb27d 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.