Sunday 31 May 2009

Code_Guardian

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Saturday 30 May 2009

Phill Harrison no longer director of Atari

Harrison out as Atari president // News
"Because of a shift of business operations to the US, Phil Harrison will move from the role of president to that of non-executive director of the group. As all board members, he will continue to assist, support and guide the company's strategy," said Atari.

Atari just recently announced net losses of 226 million€ for last year.
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Wednesday 27 May 2009

The limits of microtransactions

Tobold's MMORPG Blog
In the battle of business models for MMORPGs the monthly flat fee subscription model has one decisive advantage: It is extremely simple to understand, and has only one variable, cost per month. A statement that a particular game is going to be Free2Play and financed by microtransactions is not really telling you much; there are lots of parameters on what exactly is for sale, and how much it costs.


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Tuesday 26 May 2009

"Intellectual property is dead" by Eric von Hippel, Professor of Management at the MIT Sloan School of Management (2007)

EndOfIntellectualProperty < Main < Reprap
"The whole concept of intellectual property is only stable when copying is difficult and legal penalties mean significant losses for those who would copy. Make copying easy and undetectable (as computers have for music) and the very idea of intellectual property starts to fade.

But creativity doesn't fade with it. There is now an outpouring of music all over the whole world unmatched since that in late eighteenth century Vienna. This is happening because the same technology that is eliminating music copyright allows anyone to make music and to try to find an audience for it. Most musicians don't compose because they have rationally calculated that it is a good way to get rich, they compose because they are driven by an inner compulsion. And an inner compulsion is exactly what you'd expect from an evolutionarily-selected mating trait."

I recommend reading the entire article...


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Monday 25 May 2009

DubFX- Street performance



Beatbox Dub FX 10/10/2008 'Love Someone' (aka part 2)

Btw, DubFX will be at the Glastonbury Festival in 2009.

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Prototype Xbox 360Gameplay - 3 Minute Gameplay

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Monday 11 May 2009

2008 Game Developer Salary Survey

Gamasutra - News - 2008 Game Developer Salary Survey Reveals $79,000 Average Income
Programming: programmers are the highest paid talent next to high-end businesspeople, with an average annual salary of $85,024. Experience pays in this role, as those with greater than six years of experience earned 26% more than the average annual salary.

Art & Animation: artists – averaging a $69,532 salary, nonetheless, 28% of art directors reported lower salaries than the previous year. But these more experienced, higher status artists also tend to earn at least 35% more than those with less experience and lower title.

Game Design: averaging $67,379, design positions sprouted an average $3,730 over last year. As with many roles, region makes a difference, given that West Coast designers make on average $8,283 or 12% more than the rest of the game designers in the country.

Production: of all the game development disciplines, production – with a salary average overall of $82,905 – is the most welcoming to women, with 21% of the workforce made up of females – more than twice the industry average. The discipline as a whole saw a strong $4,189 bump from last year.


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Friday 8 May 2009

10 Game Design Process Pitfalls

Gamasutra - Features - 10 Game Design Process Pitfalls
Game designer Fisch looks into the process of making games, suggesting the ten biggest reasons why a game's production doesn't end up working out quite as hoped, and possible fixes for those issues.


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Optimize Your Pipeline Through Usability

Gamasutra - Features - Game Tools Tune-Up: Optimize Your Pipeline Through Usability
There are probably tools in your pipeline that could benefit from usability techniques, but as a developer, you'll want to know which tools would benefit the most before investing in them.

In this article, I'll discuss how to find the bottlenecks holding up your production, measure the usability of your tools using proven techniques and streamline your entire development process.


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