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February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [5]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [40]
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February 10, 2012
 
Treyarch / Activision
Lighting Artist, Cinematic
 
Sony Computer Entertainment America LLC
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Tools Engineer-Vicarious Visions
 
Sony Computer Entertainment America LLC
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Treyarch / Activision
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Blogs

David Wesley's Expert Blogs

Creating industry ecosystems: How indie developers contribute to large firm success
Posted by David Wesley on Mon, 01 Feb 2010 09:21:00 EST in Game Design, Production
With hundreds of millions of dollars at stake, fewer publishers can afford to take risks on experimental game designs. That will be left to small studios that are either independently funded or that enter partnerships with larger firms.
Read More... | 0 Comments

Needless Complexity: The Classic Performance Trap  Featured Blogs
Posted by David Wesley on Thu, 14 Jan 2010 02:51:00 EST in Game Design
Needlessly complex products often fail to appeal to both casual and advanced players. One example is the recently announced Z-1 Hybrid Guitar for Guitar Hero and Rock Band.
Read More... | 3 Comments

How Not to Build a Franchise: The Duke Nukem Experience  Featured Blogs
Posted by David Wesley on Fri, 01 Jan 2010 11:59:00 EST in Game Design, Production
Designers should have concrete plans of action before any serious work begins on their games. It is simply impossible to create any quality media product based on vague references to other products.
Read More... | 5 Comments

An Indie Developer’s “Biggest Mistake”  Featured Blogs
Posted by David Wesley on Wed, 18 Nov 2009 10:55:00 EST in Game Design, Production
Red Orchestra developer John Gibson points out that the path to indie success is long and hard. However, certain pitfalls can be avoided.
Read More... | 12 Comments

The Nintendo Wii is Back on Top, But for How Long?
Posted by David Wesley on Fri, 13 Nov 2009 04:57:00 EST in
The Wii is back on top in October Monthly sales, according to NPD. But for how long?
Read More... | 0 Comments

A Tribute to Alexey Pajitnov, On The 20th Anniversary Of The Berlin Wall's Fall
Posted by David Wesley on Mon, 09 Nov 2009 10:52:00 EST in Game Design
On the anniversary of the fall of the Berlin Wall, let's not forget the important contribution of Soviet era game developer Alexey Pajitnov
Read More... | 3 Comments

"Enough Already!" - The Paradox of Choice  Featured Blogs
Posted by David Wesley on Tue, 03 Nov 2009 12:58:00 EST in Game Design
A paradox of choice happens when customers become overwhelmed by options and then decide to avoid the entire product category.
Read More... | 4 Comments

EA: Too Big to Succeed  Featured Blogs
Posted by David Wesley on Sat, 31 Oct 2009 10:33:00 EDT in Game Design
The video game industry's high variable cost makes economies of scale difficult to realize.
Read More... | 0 Comments

Explaining the Decline of Guitar Hero and Rock Band
Posted by David Wesley on Wed, 28 Oct 2009 11:46:00 EDT in Game Design
In the years since the launch of the first Guitar Hero, the number of instrument simulation games has increased each year to unsupportable levels.
Read More... | 4 Comments

Choosing Wordpress over Blogger
Posted by David Wesley on Fri, 23 Oct 2009 04:48:00 EDT in
I am in the process of migrating my blog posts to a new site with its own domain name.
Read More... | 0 Comments

[Previous David Wesley Blogs]   

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