 |
|
 |

|
Alexander Brandon's Blog
|
|
|
|
Alexander Brandon, Creative Director at Heatwave Interactive, is a game industry veteran with over fifteen years in the industry and major titles "Unreal", "Deus Ex" and "Alpha Protocol" to his credit.
|
Expert Blogs
The Practice Of Specialization Control  |
| Posted by Alexander Brandon on Tue, 16 Feb 2010 09:11:00 EST in
Production
|
| A lot of people with great experience get cycled out of the video game industry for good reason: they're overwhelmed. I offer a possible solution to avoid this problem. |
| Read More... | 6 Comments |
A Look Back  |
| Posted by Alexander Brandon on Sun, 27 Dec 2009 12:41:00 EST in
Game Design
|
| A great deal has changed in over 20 years in the game industry. How about a boiled down summary that's at least minimally fun to read? |
| Read More... | 0 Comments |
What Are The Game Industry's Work Habits?  |
| Posted by Alexander Brandon on Fri, 13 Nov 2009 05:39:00 EST in
Production
|
| Work habits are fascinating and not that often examined. It is much easier to make effective use of your time if you know, truly, how it is being spent, from the top down. |
| Read More... | 13 Comments |
Reinventing Fantasy  |
| Posted by Alexander Brandon on Tue, 27 Oct 2009 02:32:00 EDT in
Visual Art
|
| Fantasy in the traditional sense has a very focused canon, which many publishers and developers are reinventing, or at least trying to. Just how well are they pulling it off? |
| Read More... | 7 Comments |
|
The Legal Issue Hydra |
| Posted by Alexander Brandon on Mon, 28 Sep 2009 05:47:00 EDT in
Production
|
| Analysis. Bitchfest. Forum query. Call it what you will. Legal issues are among the greatest barriers to creativity of all time. |
| Read More... | 9 Comments |
The Importance Of Skill  |
| Posted by Alexander Brandon on Sun, 30 Aug 2009 08:23:00 EDT in
Game Design
|
| How important is dynamic difficulty? Let's explore that question over a small cup of coffee. |
| Read More... | 18 Comments |
[More Alexander Brandon Blogs]
Alexander Brandon's Comments
|
Comment In: The Practice Of Specialization Control [Blog - 02/16/2010 - 09:11]
|
Actually Richard has a point ... Actually Richard has a point Larry, at least in the first part of his response. The point I should have clarified is that one fully cannot grasp the entirety of video games in a way that was possible earlier in history. Is that a bad thing Psychologically it sure is ... |
|
Comment In: Managing Creativity [Blog - 11/22/2009 - 07:07]
|
This problem really depends on ... This problem really depends on what kind of designer you're looking for. A designer with less experience will either fall apart when presented with less information than they need, or they'll go digging and get what they need. A more experienced designer actually, anyone in a creative field will almost ... |
|
Comment In: Voice Acting and Game Development [Blog - 12/08/2009 - 04:25]
|
Excellent points all, Jeff. Great ... Excellent points all, Jeff. Great analysis. There are currently efforts under way to bring more information to the unions and also more information to game companies about the issues facing voice acting. |
|
Comment In: What Are The Game Industry's Work Habits? [Blog - 11/13/2009 - 05:39]
|
Something I should have also ... Something I should have also specified is phone communication and email, which needs to be added to the chart and updated. Meetings for managers includes this time, and in fact documentation should be included. The chart was originally intentionally generalized, but I think breaking it down into more detail would ... |
|
Comment In: A Holistic Approach to Game Dialogue Production [Feature - 10/29/2009 - 06:55]
|
Brilliant as always Rob. Just ... Brilliant as always Rob. Just to add one thing to your read out loud recommendation in the Content Creation section, table reads, where members of the team or even temp actors are hired to determine the viability of the dialogue as it is meant to be spoken, is vital for ... |
|
Comment In: The Legal Issue Hydra [Blog - 09/28/2009 - 05:47]
|
Craig, you're saying that even ... Craig, you're saying that even with boilerplates, crazy provisions still find their way in, and that could be an explanation for a really long contract discussion 5 months, perhaps Wow... I think the minefield is creativity itself at this point. Imagine you're 15 and you have the opportunity to publish ... |
[More Alexander Brandon Comments]
|
|