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Randy Angle's Blog

 

Randy Angle is an autodidactic polymath entrepreneur with a passion for making games and toys. Randy combines his fun-loving spirit with a "git'r done" attitude to create a unique leadership style. In a career spanning more than 30 years and over 80 games, Randy has worked on almost every platform and genre. He has lead successful teams with director or executive roles in design, engineering, production, studio management, and on properties including: Star Trek, LEGO, Lord of the Rings, Dungeons & Dragons, Zorro, PAC-MAN, Dig Dug, Galaga, SpongeBob SquarePants, Spiderman, and original properties. Randy is an accomplished public speaker, instructor and mentor at conferences, universities, seminars and accelerators on topics about game design, rapid iterative development and succeeding in the videogame industry.

Please visit http://www.hoppsbusch.com

 

Member Blogs

Posted by Randy Angle on Mon, 10 Mar 2014 04:16:00 EDT in Business/Marketing, Production, Indie, Social/Online, Smartphone/Tablet
Insight into the "Secret Playbooks" for F2P Games. It all started with a question, "why do companies hide their monetization numbers"?


Posted by Randy Angle on Thu, 05 Mar 2009 12:06:00 EST in Design
Link to my BLOG



Randy Angle's Comments

Comment In: [Blog - 09/26/2016 - 10:35]

Game Designers and Developers all ...

Game Designers and Developers all think in loops and iteration. So does every PM methodology. It is easy to see how learning from systems that are working and helping teams in other industries make better business decisions might appeal to a gamdev team looking to save time and money. I ...

Comment In: [Feature - 11/28/2008 - 02:37]

Oh the stories I could ...

Oh the stories I could tell about the crazy shenanigans while I worked there - end of '95 to middle of '97. - r nI 'm glad to see some of you guys are still around. r nMM do you remember the pencil string trick...

Comment In: [Blog - 06/28/2016 - 04:48]

I 'm glad to see ...

I 'm glad to see Simon Sinek 's Golden Circle being applied by more and more designers. I collect game design patterns and have been using and teaching the Golden Circle pattern to other game designers ever since Simon first made us ask Why before we ask How or What ...

Comment In: [News - 06/06/2016 - 01:20]

Amir, Thanks for sharing insights ...

Amir, Thanks for sharing insights into your indie gamedev story. I 've been making games for decades both as a professional and indie. It is my passion that drives me forward everyday to do it again and again. Today 's job market is tough, students I 've taught that are ...

Comment In: [News - 01/12/2016 - 04:02]

Terrific article and it is ...

Terrific article and it is always interesting to read about how Tanya designs interactive stories - especially since Moon Hunters is procedural. r nI do have a question about Polynesian storytelling - what makes it different to call it out specifically than other cultures storytelling techniques

Comment In: [News - 07/28/2015 - 02:39]

I really enjoy the OUYA ...

I really enjoy the OUYA hardware, store and games and really hoped that with the knowhow that Razer was bringing to this they would help this struggling by deserving platform. The people who develop for OUYA are generally small, but smart Indie devs. They deserve better than this. Collecting revenue ...