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June 28, 2017
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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: [News - 06/23/2017 - 06:38]

There are a lot of ...

There are a lot of business factors that go into a successful Indie Game. Some of you may know I 've been making games for 40-years: Indie, AAA Console, Value, Casual, Mobile Indie again. r n r nMany Indie developers have an idea and the passion to follow up - ...

Comment In: [News - 05/26/2017 - 04:01]

I do believe in the ...

I do believe in the power of Slack and its appropriateness for any game development team - I 've recommended it over and over. I do caution about using the FREE version because of the 10K message limit and attached file limits. Even with a moderately sized game team you ...

Comment In: [News - 01/17/2017 - 07:51]

There is no reason to ...

There is no reason to wholesale dismiss player feedback post launch - and I think even Valve would agree you need to listen to what is frustrating players. r n r nEarly in development iteration is the most important part of prototyping to find the fun - does your game ...

Comment In: [Blog - 09/29/2016 - 10:06]

I 've worked on just ...

I 've worked on just about every platform and have had a full career watching the various business models and this article clearly shows one of the risks that I 've seen many entrepreneurs and Indie Devs fall into: Spend too much time and money on one product based on ...

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

Thanks for the great article. ...

Thanks for the great article. I was disappointed when I learned Waterfall project management for games over 20-years ago, it was good, but only so good. Agile was good, but also broken as it focused on coders and can leave the artists and designers without power. I 've also spent ...

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...