
Andy from GamerEuphoria writes:
"Take a look inside the minds of one of the biggest uprising YouTube channels -as GamerEuphoria is joined by Schroeder and crew in one of our most informative and down right hilarious interviews to date.
A big thank you to TheWarpZone for taking time out of their busy schedule for arranging this interview; as well as a special thanks to their kind and supportive PR team. Now, on with the show…
* How did you guys meet and discover your shared love of gaming?
Schroeder: We came together as a group in college where we started a short film club on campus called BroncoTV, after our school mascot. We all loved gaming but what really brought us together was our love of filmmaking. Though the club initially was open to all types of genres we really found our voice through sketch comedy. We had some moderate success online, but our first big hit was a WoW machinima, “Who’s the Tank.” Its a ripoff re-imagining of the Abbott and Costello “Who’s on First” routine created in game and it was my first machinima. It did surprisingly well online and currently has over 3.5 million views. That video really put us on the map and we realized that the gaming genre is a popular niche online that we felt we could really entertain people with our brand of comedy. After graduation, five of us moved to Los Angeles and created TheWarpZone. We are part of TheGameStation and through that network have worked with other great personalities like Huskystarcraft, Totalbiscuit, and Dodger from PressHeartToContinue. Though our channel hasn’t been around that long, we’ve been growing at a fast pace and have (hopefully) made a lot of people laugh."

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.