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SCEA PR Head Dave Karraker Quits

Dave Karraker, the senior director of corporate communications has just announced he will be leaving Sony Computer Entertainment of America for Skyy Spirits. His last day at SCEA will be this Friday, his first at Skyy Spirits will be Oct. 1.

Meus Renaissance6827d ago

He joined Sony only last September so it's a big surprise to see him leave. Although, he was initially hired to cover the launch of the PlayStation so perhaps the job was only short-term.

Darkiewonder6827d ago

Of all the people to leave, it had to be him.

SilvaSurfa6827d ago

is making me dizzy. Is anyone in this thing for the Long haul. I don't know what goes faster. Exclusives or Employee's.

scarlett_rg6827d ago

Okay, here's a perfectly good chance for Sony to hire some GOOD PR people (something which they are sorely lacking)!

For Pete's sake, don't mess it up!

Komrad6827d ago

we could all use a drink.

Show all comments (6)
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
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
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

Read Full Story >>
gamesindustry.biz
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.

__y2jb26d 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.