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Brad Wardell's Blog   Expert Blogs

Brad Wardell is the President & CEO of Stardock Corporation.

Stardock, incorporated by Wardell in 1993 as a way to help pay for college began its existence as an OS/2 software developers in the 90s. In 2000, the company migrated to Windows with the release of The Corporate Machine and Object Desktop, a desktop enhancement program.

Wardell has been developing PC games for OS/2 and Windows for over 15 years. His first published article was featured in the third issue of Game Developer magazine in September, 1994.

Wardell lives in Canton Michigan with his wife and 3 children. In his spare time, he plays games, participates in online forums, bee keeps, and writes.

Expert Blogs

Posted by Brad Wardell on Thu, 25 Aug 2016 01:49:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, Social/Online
A day in the life of the CEO of one of, if not these oldest PC gaming studios in the industry.

Posted by Brad Wardell on Mon, 04 Jan 2016 01:31:00 EST in Design, Console/PC
The trials and tribulations of designing a modern RTS. Some random thoughts on how to ensure there are meaningful decisions for players without wrecking game pacing.

Posted by Brad Wardell on Wed, 09 Dec 2015 10:28:00 EST in Programming
Game development still focuses heavily on "BIG O" costs of algorithms. But they're increasingly not where performance costs come from.

Posted by Brad Wardell on Mon, 31 Dec 2012 12:43:00 EST in Design
Just as no battle plan survives contact with the enemy, no game design fully survives contact with actual development.

Posted by Brad Wardell on Wed, 02 Dec 2009 07:56:00 EST in Programming
Common pitfalls when using vectors -- releasing references.

Brad Wardell's Comments

Comment In: [Blog - 01/04/2016 - 01:31]

Great comments r n r ...

Great comments r n r nThanks r n r nFew bits of feedback: r n r n As others mentioned, I think the phrase clearly distinct is actually a better term. A good RTS presents players with choices that are distinct and provide avenues to viable strategies. r n r ...

Comment In: [Blog - 12/09/2015 - 10:28]

That was the point. The ...

That was the point. The Big O is about algorithmic complexity but it is increasingly often not the dominating issue in terms of performance.

Comment In: [News - 12/13/2011 - 02:21]

In terms of commercial viability, ...

In terms of commercial viability, elf squad has been in the xblig top seller list. The fact you can get into the top seller list selling less than 30 units a day should kind of settle the argument.

Comment In: [News - 03/16/2010 - 05:31]

@Derek - Amen @Ed - ...

@Derek - Amen @Ed - so if Steam started selling say movies you'd stop using it I'd hope not. I remember when only sold books. Some people were upset when they started selling everything. I remember back in the 1990s when Derek and I hung out on Usenet . ...

Comment In: [Blog - 11/08/2009 - 11:38]

This isn't nearly as complicated ...

This isn't nearly as complicated as you are trying to make it out to be, Derek. Impulse Reactor includes a DRM feature that allows developers to protect their game without the user needing to create an Impulse account. Steamworks, by contrast, not only requires the user to create a Steam ...