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February 10, 2012
 
Analyst questions validity of unusual January NPD results [3]
 
DICE 2012: Blizzard's Pearce on World Of Warcraft's launch hangover
 
DICE 2012: Insomniac's Price on Quality Of Life, ditching the 'Loser' badge [2]
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February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [18]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [39]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
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Features
 

Jamie Fristrom

Jamie Fristrom is a partner, technical director, and designer at Torpex Games and he's writing this in the third person.

Prior to Schizoid, Jamie was a technical director and designer on Spider-Man 2, his biggest claim to fame being that he invented its dynamic, physical swinging system.

Other games he's worked on include Spider-Man for PS2, Xbox, and Gamecube, Tony Hawk for the Dreamcast, Die by the Sword for the PC, and the Magic Candle series of RPGs. Jamie wrote the "Manager in A Strange Land" column for Gamasutra, blogs at www.gamedevblog.com, and (he thinks) holds the world record for number of post-mortems written for Gamasutra and Game Developer.


Features by Jamie Fristrom:
Postmortem: Torpex Games' Schizoid [09.24.08]
Manager In A Strange Land: Dependencies, Part Two [11.29.04]
Manager In A Strange Land: Dependencies, Part One [10.13.04]
Manager In A Strange Land: Sliding Democracy [08.27.04]
Manager In A Strange Land: Old-Fashioned Communication [07.02.04]
Manager In A Strange Land: Better Communication Through Software [04.09.04]
Manager In A Strange Land: The Czar Chart [03.12.04]
Manager In A Strange Land: The Dead Zone [02.13.04]
Manager In A Strange Land: Milestones Considered Harmful? [02.06.04]
Manager In A Strange Land: Milestones Considered Harmful? [02.06.04]
Manager in a Strange Land: Multi-Class Characters [01.30.04]
Manager In A Strange Land: Crunch [01.23.04]
Manager In A Strange Land: Reuse and Replace [01.09.04]
Manager In A Strange Land: Optimizing A Team [01.03.04]
Manager In A Strange Land: Reining In Enthusiasm [12.26.03]
Manager In A Strange Land: Collaborating With Wiki [12.19.03]
Manager In A Strange Land: Churning [12.12.03]
Manager In A Strange Land: Content Turnaround [12.05.03]
Manager In A Strange Land: Turnaround Time [11.28.03]
Manager In A Strange Land: The Second Law of Bad Management [11.21.03]
Manager In A Strange Land: Benchmarking, Part 2 [11.14.03]
Manager In A Strange Land: Benchmarking, Part 1 [11.07.03]
Manager In A Strange Land: Books Are Good [10.31.03]
Manager In A Strange Land: ! / $ [10.24.03]
Manager In A Strange Land: Most Projects Suck [10.17.03]
Production Testing and Bug Tracking [07.14.03]
Postmortem: Treyarch's Draconus [08.14.00]
Postmortem: Treyarch's Tony Hawk's Pro Skater (Dreamcast Version) [06.28.00]
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