Timothy Ryan's Blog
Tim Ryan is a veteran video game designer and producer having worked in the industry since the early 90's. He is an irregular contributor to Gamasutra. His articles are in the design and production archives. E-mail: Tim@FireMuse.net
Old school game designer encounters the world of AB Split Testing
A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now.
DOs and DON'Ts for recruiters.
How to marry both methods of scheduling and the benefits of doing both
250 pages in, I can use some test readers on The Illusion Game, a novel that spans two worlds - an MMORPG world and the game company that is working on it.
Reflections on the last twenty years of dreaming big and overcoming adversity
Timothy Ryan's Comments
[Blog - 06/16/2015 - 02:56]
7- We are not programmers, ...
7- We are not programmers, artists or designers but we are consumers and recognize when our competitors are doing something better. r n r nCouple of points on this one. r n r n- Many producers, often your best producers, rose up through the ranks as a programmer, artist or ...
[News - 04/10/2015 - 07:03]
[News - 04/14/2014 - 11:30]
Poor vision, lack of real ...
Poor vision, lack of real MMORPG experience at the helm, unattainable design expectations and insurmountable restraints. We saw a sneak peak a year ago that showed the graphical vision which was EXCELLENT btw, clearly some great artists lost their jobs but as we all know, a good graphics demo does ...
[Feature - 10/19/1999 - 12:00]
[News - 12/11/2013 - 05:45]
I have to now wonder ...
I have to now wonder if they got rid of the wrong people last time. There has got to be a common denominator to the failure and it is usually leadership. That said, open world vampire games with a real world as backdrop must be hard to build. It is ...
[Blog - 09/07/2012 - 02:33]
Of course, there 's also ...
Of course, there 's also another avenue for free labor. Have all your applicants for potential real-paying jobs do tests that actually contribute to the project. Then don 't hire them or low-ball them so low they can 't take the job, but take all their efforts and publish it ...