Armando Marini's Blog
Former creative director with Electronic Arts and Ubisoft. Personal Twitter @armandoajmarini. ajmarini.com
Through the process of writing a screenplay, I discovered that the screenplay is the perfect, if not at least an extremely powerful way of planning out your game.
It's like Jean Paul Sartre was speaking to indie developers when he wrote Humanism and Existentialism. We are "condemned to freedom" indeed. This is a bit of a ramble more than a lesson, but I felt the need to express it.
I took for granted that what I understood as the fundamentals of entertainment were obvious to everyone. I was so wrong. So, in this piece, I'm going to lay it out in black and white.
A few years ago, I predicted the death of the console as we know it. Today, I'm buying my suit for the funeral.
With all the talk about Cloud Gaming and the future of games, I thought I'd weigh in on the topic with what I foresee in the coming years.
*Note, this was written before the Sony purchase of Gaikai, which changes everything.
A rule of thumb is a great way to help in the decision making process. Games development is a complex process and some simple phases can help make the process along. In this post, I discuss a pair of my favorites.
Armando Marini's Comments
[Blog - 05/12/2015 - 01:45]
[News - 03/25/2015 - 05:00]
There is totally a darkside. ...
There is totally a darkside. I first went indie in 2007 after leaving DICE. It was a different world and I had my hopes set on PSN games. I chased contracts as well as working on my own I.P. The thing is, I came from a world of huge teams ...
[News - 03/19/2015 - 03:26]
London is a great town. ...
London is a great town. DE is one of the biggest indie developers in the world. Big Blue Bubble is just down the street one of the biggest indie mobile developers in the world . Big Viking is around the corner another big studio . I 'm actually surprised that ...
[News - 12/05/2013 - 03:53]
[News - 09/26/2013 - 12:51]
Thinking a game will sell ...
Thinking a game will sell more than a 2 million is very risky. Eidos was being very ambitious with the budget on Tomb Raider. No matter how good it looked, it didn 't show anything that made it a must buy. That isn 't a failure of consoles. It 's ...
[News - 05/07/2013 - 01:57]