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June 28, 2017
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Features » Manager In A Strange Land
Manager In A Strange Land: Dependencies, Part Two 1
by Jamie Fristrom [11.29.04]
Regular columnist Fristrom revisits the problems of dependencies in video game development, looking at some of the other major problems that hold up smooth workflow for those working on the critical path towards a game's completion.
Business/Marketing, Manager In A Strange Land

Manager In A Strange Land: Dependencies, Part One  
by Jamie Fristrom [10.13.04]
Regular columnist Jamie Fristrom takes a look at the problems of dependencies in video game development, arguing that most of these problematic reliances are actually circumventable, in the first part of a series on the thorny issue.
Business/Marketing, Manager In A Strange Land

Manager In A Strange Land: Sliding Democracy  
by Jamie Fristrom [08.27.04]
In this edition of Manager In a Strange Land, Jamie treads the line between junta dictatorship and democracy to find the perfect balance between the two.
Business/Marketing, Manager In A Strange Land

Manager In A Strange Land: Old-Fashioned Communication  
by Jamie Fristrom [07.02.04]
Before Wiki, ICQ, and even email, there were team meetings. And meetings need to continue, because often they're the fastest way to impart information to your team, not the slowest.
Business/Marketing, Production, Manager In A Strange Land

Manager In A Strange Land: Better Communication Through Software  
by Jamie Fristrom [04.09.04]
Communication within a team is one aspect of game design that could almost always use improvement. Fristrom shares the software tools--and we're talking more than just e-mail--that he uses to increase the sharing of information.
Design, Manager In A Strange Land

Manager In A Strange Land: The Czar Chart  
by Jamie Fristrom [03.12.04]
Jamie Fristom has an interesting idea on an alternative to the org chart--one that is designed to boost morale and more clearly define job responsibilities--a way to flatten the hierarchy and help people feel like they own their work, while avoiding micromanagement.
Design, Manager In A Strange Land

Manager In A Strange Land: The Dead Zone 2
by Jamie Fristrom [02.13.04]
Between a game's earliest demo and its content-complete state, a game looks horrible. We developers expect that, but publishers often freak out, as they're unable to assess progress. Careful communication with upper management is critical during this "Dead Zone" period.
Business/Marketing, Production, Manager In A Strange Land

Manager In A Strange Land: Milestones Considered Harmful?  
by Jamie Fristrom [02.06.04]
Milestones are the bane of developers, and Jamie thinks these hard deadlines often do more harm than good. By using "goals, not promises" he believes you can produce better work more efficiently and still hit your deadlines.
Programming, Production, Manager In A Strange Land

Manager In A Strange Land: Reuse and Replace  
by Jamie Fristrom [01.09.04]
It is possible to write an engine from scratch and hit your ship date? There's no question it's tough. But conversely, reusing a game engine may not save you the years you think it will, either.
Programming, Production, Manager In A Strange Land

Manager In A Strange Land: Optimizing A Team  
by Jamie Fristrom [01.03.04]
Development bottlenecks can delay a game project substantially, so it's critical for your team to identify them early and alleviate them. Fristrom explains how.
Business/Marketing, Manager In A Strange Land