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30°

Dan Hsu Interview about BitMob, why 1up died, and more

The podcast Dead Pixel Live interviewed former EGM editor and current founder of Bitmob.com Dan Hsu about his new site and his history in the game industry. He's joined by co-founder Demian Linn and they both go into why EGM and 1Up failed, the direction of the videogame industry, the influence game makers do and dont have on journalists and more. The interview starts at 90 minutes into the show and lasts about 45 minutes.

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allgames.com
Unbiased16234d ago

That idiot and his ASian buddies (like Milkman) are main reason why it failed. Their poor decisions. Milkman was on vacation more than he worked in last 2 years. He went on trip to France while company was collapsing and came back like a little b!!ch that he is....ahhh i will stop.

GWAVE6234d ago

Dan Hsu should not be interviewed, nor given attention. He contributes nothing to the game industry except fanboyish nonsense. Read his crowning achievement here:

http://www.sonydefenseforce...

derrickh6234d ago

In Dan's defense, that image is only a third of the review. Selective editing ftl.

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
Cockney45d 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
lodossrage46d 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.

Scissorman45d 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.

__y2jb45d 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.