Alex Wawro's Blog
Gamasutra editor. Twitter bumbler.
Please don't hesitate to direct all comments, criticisms and hot scoops to alex.wawro at gamasutra dot com.
Here, veteran producer Grant Shonkwiler chats with Gamasutra about what it takes to be a good producer on a live game, and what you and your team can do to avoid crunching on your next milesto
Veteran producer and consultant Keith Fuller speaks with Gamasutra about what it takes to push back against cultures of overwork in game studios, especially studios that are supporting living, evolving games.
Here, experienced producer Dante Falcone (Turbine, ZeniMax Online, Oxide Games) shares advice on how to plan and schedule your next live game to avoid overworking your team.
Zynga lead producer Tami Sigmund shares what she's learned about avoiding overwork and keeping crunch at bay while working on living, evolving games.
Or, Beat, Prey, Love: How Arkane combines holistic level design and dynamic enemies to great effect in Prey.
Everybody's buzzing about Firewatch, but nobody seems to be talking about one of the best bits of the game's design: the map.
Alex Wawro's Comments
[News - 07/10/2019 - 09:20]
[News - 04/10/2019 - 06:54]
[News - 01/24/2018 - 04:01]
[News - 06/09/2017 - 04:00]
Whoops, sorry Alex r n ...
Whoops, sorry Alex r n r nThis is what I get for letting someone transcribe/post the garbage that comes out of my mouth :P
[News - 06/01/2017 - 07:33]
Thanks Robert We intend to ...
Thanks Robert We intend to continue, and improve -- I 'm trying to swap out my mechanical keyboard with something a bit more low-key.
[News - 02/10/2017 - 04:02]
I don 't know if ...
I don 't know if that was a slip of the tongue or not, but that 's what he said. The tenor of the conversation also made it feel like 20 hrs/week levels of interest was less than what he was hoping for. r n r n But yeah, 20 ...