Contents
Postmortem: Wideload Games' Stubbs the Zombie
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
July 3, 2009
 
CyberConnect2 Boss Talks 'Quality Of Life' For Japanese Developers [1]
 
Warner's $33M Midway Acquisition Approved By Judge [6]
 
July's Top 25 Facebook Games Topped By Zynga, MindJolt Titles
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
July 3, 2009
 
Sony Computer Entertainment America
Marketing & Communications Manager
 
Westwood College
Employer Relations Manager
 
Blind Wink Games
Senior Unreal Artist-Designer
 
Telltale Games
Public Relations
 
Tencent Boston
Special Effects Artist
 
Tencent Boston
Concept Artist
 
Sony Computer Entertainment America
System Administrator
 
Sony Computer Entertainment America
Developer Support Engineer-Simulation
spacer
Latest Features
spacer View All spacer
 
July 3, 2009
 
arrow The Formation And Evolution of CyberConnect2
 
arrow Game Design Essentials: 20 RPGs [17]
 
arrow Real-Time Cameras - Navigation and Occlusion [1]
 
arrow Persuasive Games: Gestures as Meaning [7]
 
arrow Sponsored Feature: BattleClinic's Chris Condon On Using Iovation To Prevent Gaming Fraud, Chargebacks
 
arrow A Different Track: Frank Gibeau Talks Strategy [1]
 
arrow Leading The Design of APB [2]
 
arrow Dramatic Play [19]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
July 3, 2009
 
How to Monetize Flash Games Efficiently [5]
 
Crowdsourcing Game Audio: Lessons Learnt [3]
 
Thinking Out of the Box [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Postmortem: Wideload Games' Stubbs the Zombie
by Alexander Seropian
del.icio.us del.icio.us digg this! digg this! reddit! reddit! stumble it! stumble it! RSS
 
 
August 11, 2006 Article Start Page 1 of 7 Next
 

Introduction

Three years ago, after leaving the helm at Bungie I found myself without a job and on the sidelines of the game industry. It was weird. After spending six months tooling around at home, I realized I had to get out of the house and do something—be productive, set an example for my kids, take over the world—that kind of thing. Games are what I know and love, but I faced a real dilemma in trying to figure out how to get back to making games on my own terms.

To be an independent developer in the current climate of publisher consolidation and rising costs seemed impossible, but somehow Wideload was created. I challenged myself to create a company with a set of commandments essential to my personal and professional happiness.

Advertisement

The Commandments

  • First Commandment: We shall establish our game’s creative direction.
  • Second commandment: We shall own our intellectual property.
  • Third commandment: We shall not let a third party determine our success, such as the publisher who’s doing (or not doing) the marketing, or the funding source (likely a publisher) making demands that are not in-line with our goals.
  • Fourth Commandment: We shall have a small manageable team. We don’t want 50 employees making one game over three years in house (we want low overhead), and we don’t want to suffer the churn of ramping up and down for projects.

 
Article Start Page 1 of 7 Next
 
Comments

none
 
Comment:
 


Submit Comment