Michael Fitch's Blog
Michael Fitch is a 16-year veteran of game development. Having served in a variety of leadership roles (Studio Manager, Executive Producer, Director of Creative Management) for some of the world's top companies (Gameloft, Tencent, THQ, Ubisoft) on titles ranging from small social games to monstrously huge MMO's, Michael has been at the cutting edge of interactive entertainment for over a decade now and blogs semi-regularly at www.betterrealities.com. You can also follow him on Twitter: @fitchgames.
A million dollars seems like a lot of money, but what does it really buy? To explain the answer, I'm going to use a widely reviled concept: the man-month.
One simple tool can make your work life better.
Digital mediation of identity can be challenging, but it is changing the dynamics of how others know us as well as how we know ourselves.
Michael Fitch's Comments
[News - 08/16/2016 - 03:33]
Greetings: r nIt is amazing ...
Greetings: r nIt is amazing to me how many people feel qualified to judge this game without actually having played it. At least do the developers the courtesy of having some hands-on experience before you criticize their work. r n r nBest, r nMichael.
[Blog - 07/25/2016 - 03:47]
Stieg: r nI agree that ...
Stieg: r nI agree that wish-fulfillment is not a universal principle it does not apply to all games or all players. As Chris Crawford wrote decades ago, there are many motivations to play, many ways to play, and many types of players. Similarly, I also resist Koster 's formulation that ...
[News - 07/04/2016 - 09:56]
Greetings: r nSorry to see ...
Greetings: r nSorry to see Josh go. Between Company of Heroes and Diablo 3, he did some really incredible work in his time in the industry. r n r nBest of luck as a writer Come back and visit us sometimes. r n r nBest, r nMichael.
[Blog - 06/09/2016 - 04:06]
Dejay: r nSomething like this ...
Dejay: r nSomething like this could probably be pulled out of the annual salary survey. At a rough level, teams of less than 10 are going to require multi-classing of some sort and teams above 20 are going to reward specialization. If Gamasutra doesn 't already have that data, they ...
[Blog - 05/28/2014 - 02:31]
[Blog - 05/26/2014 - 03:47]
Robert: r nI 'd be ...
Robert: r nI 'd be a little wary of accusing others of playing fast and loose with the facts. Where is the citation that shows that During the nineties the shareware boom, the mod scene and increasing access to tools saw thousands of developers making games and making a living ...