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June 24, 2021
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Colin Anderson's Blog   Expert Blogs

 

Colin Anderson has been working in the videogames industry for almost 30 years at this point and to date has worked on over 100 game releases for almost any platform you can think of, from Game Boy and Super Nintendo through to Xbox One and everything in-between. 

For the last 20 of those years he's been Studio Director at Denki, which is Scotland's longest-running independent games studio having released its first game in 2001 and its most recent game "Autonauts" for Curve Digital in late 2019. These days he split's his time between several businesses, another of which is Earthbound Games where he's Commercial Director, helping the team to secure additional funding to continue development of their Axiom Soccer game for PC. 

Aside from his day jobs he was as a director of The Independent Game Developers Association for 10 years during which it successfully campaigned for the introduction of tax relief on video game production, has served as a juror for many industry awards including BAFTA, DEVELOP, IGF, UK Games Fund, etc., advised Abertay University on the syllabus for its videogame degree programs, and also advises the Scottish Government on creative industries policy as part of its Creative Industries Advisory Group

Before becoming obsessed by the business of games and setting up independent game studios he was previously obsessed by the sound of games and that's how he originally snuck into the industry; first as an audio designer for DMA Design and later on Audio Director for Rockstar Games. Whenever his schedule allows he still likes to compose and design sounds for videogames, partly because music is his first love but also because he finds it to be a welcome break from the relentless pressures of running videogame companies

You can contact Colin through his website denkicolin.com or hear more about what he's up to right now at twitter.com/denkicolin. You can also find a bit more about Denki and Earthbound Games on their websites at denki.co.uk and earthboundgames.com.

 

Expert Blogs

Posted by Colin Anderson on Wed, 15 Jun 2016 01:44:00 EDT in Business/Marketing, Indie
We all know creative projects need the right environment around them to flourish. Could something as simple as how we think about our working environments make a difference to the quality of what we make?


Posted by Colin Anderson on Thu, 19 Jul 2012 12:15:00 EDT in Business/Marketing
Mainstream industry wisdom says the future's all about iOS, Facebook and Freemium, etc., but there are a bunch of developers currently finding success in ways that don't quite fit this business model. This heralds the rise of the Postcore Gamer.


Posted by Colin Anderson on Wed, 25 Jan 2012 05:30:00 EST in Business/Marketing
Do Indie Developers really know what gamers enjoy playing, or do Game Publishers actually know best? It's often debated, but rarely settled. However, with the launch of Quarrel on Xbox we might be about to get a definitive answer. Will we like it though?


Posted by Colin Anderson on Mon, 12 Dec 2011 09:47:00 EST in Production, Indie
Denki has championed the application of scientific method to game development as a route to establishing best practice for over a decade. Eric Ries' new book "The Lean Startup" agrees. Could "Lean" be a suitable blueprint for Indie Developers to follow?


Posted by Colin Anderson on Thu, 17 Sep 2009 07:30:00 EDT in Production
The creative process is widely regarded throughout the world as a "dark art", full of superstition and ritual. We don't believe in using magic to make games at Denki, so we've set about prodding creativity in our laboratory to see what makes it tick...


Posted by Colin Anderson on Thu, 03 Sep 2009 05:00:00 EDT in Production
Most people don't care if we almost kill ourselves on the way to making great games; they still judge them entirely on what they play in the end. In this blog, find out why Denki have embraced "busking" as part of developing their latest game - Quarrel.



Colin Anderson's Comments

Comment In: [Blog - 06/15/2016 - 01:44]

Thanks for the feedback Niklas. ...

Thanks for the feedback Niklas. Yeah, good point - I should definitely try to be more mindful of sleepy game devs in future :- r n r nYou 're right about a lot of devs probably not actually being able to explain why their office looks the way it does ...

Comment In: [News - 09/16/2015 - 03:14]

I had the privilege of ...

I had the privilege of working with Stew while he was at Denki. More than anyone else I 've known he embodied the Indie Game Developer ethos and the games he produced over the last few years stand testament to that. More than anything though he was such a warm, ...

Comment In: [Blog - 07/19/2012 - 12:15]

Ha - I 've been ...

Ha - I 've been using that phrase the wrong way round my whole life and no one 's mentioned it before Thanks for that, I 'll get it changed. r n r nAs for more on what Postcore really is, there 's a link in the piece to a ...

Comment In: [Blog - 01/25/2012 - 05:30]

@Gerald - no offense taken ...

@Gerald - no offense taken I've heard much bleaker assessments of Quarrel's commercial chances while pitching it to publishers over the years I can assure you You summarise the issue from a publisher's perspective pretty well in your comment. Your assertion is based on the same assumption as most publishers ...

Comment In: [Blog - 12/12/2011 - 09:47]

Hi Risto - thanks for ...

Hi Risto - thanks for the link to your blog. I'm really pleased to hear there are others already advocating this approach for game development and that we're not alone We've been applying some of these techniques to the design and development cycles for a while now without realising they ...

Comment In: [Blog - 09/17/2009 - 07:30]

@Luis: Always a pleasure to ...

@Luis: Always a pleasure to hear from others who are passionate about learning. It's definitely a common trait among the people I've enjoyed working with most throughout my career. There's something particularly inspiring about working with others who continually want to better themselves. I'm not 100 sure I understand your ...