Managing multiple writers, particularly ones you donít see in person everyday, can be an extremely difficult task. Having offsite writers is crucial, and Iíve compiled some best practices on how to manage the multiple personalities and work styles.
Wes Tam, creative director, answers questions about the development of Uncanny X-Men: Days of Future Past related to art style, scope, challenges and the high expectations of X-Men fans.
Examining what the bizdev side of TOO DX got up to around PAX and SIX, and how important it is to go places and meet people.
Project Island is a survival RTS built at the Guildhall@SMU. This postmortem represents the what went well, what went wrong, and the lessons learned during the game's development.
Trademark basics, and how Disney sues solo-artist DJ DeadMau5 for his alleged trademark infringement of the Mickey Mouse image.
A collection of interview excerpts with Japanese developers who worked on the PC Engine.
Let's take a look at Destiny and how we could fix it
How does a game starring Kim Kardashian, one many journalists are laughing at, stand to generate $200m by the end of the year? We wanted to find out, so we spent a couple of hours playing Kim Kardashian: Hollywood, meaning you don't have to.
Recent comments by a Justice Department official make it clear that there is a push for harsher penalties for streaming copyrighted material. Whether or not Congress implements the changes, and how they do it, is another story entirely.
Back from PAX Prime, spent about $4,000. Thatís a lot of money for an Indie game developer! You got to be prepared to have a good impact over there so here's my few tips!