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Brad Wardell's Blog   Expert Blogs

Brad Wardell is the President & CEO of Stardock Corporation.

Stardock, incorporated by Wardell in 1993 as a way to help pay for college began its existence as an OS/2 software developers in the 90s. In 2000, the company migrated to Windows with the release of The Corporate Machine and Object Desktop, a desktop enhancement program.

Wardell has been developing PC games for OS/2 and Windows for over 15 years. His first published article was featured in the third issue of Game Developer magazine in September, 1994.

Wardell lives in Canton Michigan with his wife and 3 children. In his spare time, he plays games, participates in online forums, bee keeps, and writes.

Expert Blogs

Posted by Brad Wardell on Wed, 27 May 2020 02:48:00 EDT in Design, Programming, Production
Using a scripting language to write gameplay code has traditionally been a delicate proposition. Scripted code is faster to iterate but a lot slower. Scripted code can be modded easier but hard to debug. In the past few years, a lot has changed.

Posted by Brad Wardell on Mon, 07 Oct 2019 10:53:00 EDT in Programming, Production, Console/PC
Putting aside the theoretical power of Vulkan and DirctX 12 when compared to DirectX 11 how do they do in practice? The answer, not surprising is, it depends.

Posted by Brad Wardell on Thu, 25 Aug 2016 01:49:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie, Social/Online
A day in the life of the CEO of one of, if not these oldest PC gaming studios in the industry.

Posted by Brad Wardell on Mon, 04 Jan 2016 01:31:00 EST in Design, Console/PC
The trials and tribulations of designing a modern RTS. Some random thoughts on how to ensure there are meaningful decisions for players without wrecking game pacing.

Posted by Brad Wardell on Wed, 09 Dec 2015 10:28:00 EST in Programming
Game development still focuses heavily on "BIG O" costs of algorithms. But they're increasingly not where performance costs come from.

Posted by Brad Wardell on Mon, 31 Dec 2012 12:43:00 EST in Design
Just as no battle plan survives contact with the enemy, no game design fully survives contact with actual development.

Brad Wardell's Comments

Comment In: [News - 12/04/2017 - 05:20]

That is incorrect. r n ...

That is incorrect. r n r nStardock owns the Star Control games. The original agreement that Accolade had which was transferred to Atari and later to Stardock provides Stardock ownership of Star Control and everything related to it except for the IP that was licensed to Accolade. r n r ...

Comment In: [Blog - 01/04/2016 - 01:31]

A minor quibble with wording: ...

A minor quibble with wording: Good games give players clear, obvious choices. I would reword this as: Good games gives players clearly distinct, meaningful choices. r n r nWell said.

Comment In: [Blog - 12/09/2015 - 10:28]

Yea sorry guys, I probably ...

Yea sorry guys, I probably shouldn 't have used an STL type call as my example. r n r nMy main point is that reading and writing to memory has become very expensive.

Comment In: [News - 12/13/2011 - 02:21]

Just to be clear here, ...

Just to be clear here, I was tweeting in response to indie developers who wanted to know if they could make a living asking xblig titles to which I say no. It would be a waste of time. As mentioned in te article, we wanted to ae a 1 Christmas ...

Comment In: [News - 03/16/2010 - 05:31]

I had to respond to ...

I had to respond to Ralph Fremont 's comment. While I appreciate the competition with Valve's service, Impulse seems to provide a much lower quality service and it doesn't have the draw Steam has in terms of titles. What do you mean by this Impulse has most of the same ...

Comment In: [Blog - 11/08/2009 - 11:38]

This article would be almost ...

This article would be almost relevant if Derek had spent a minute or two doing some basic research on the issue at hand. There's almost nothing in this article that could be described as accurate. The millions of users who use Impulse are no more going to be subjected to ...