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December 4, 2021
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Jamie Fristrom's Comments

Comment In: [Blog - 05/30/2013 - 06:46]

Thanks for the comments everybody ...

Thanks for the comments everybody r n r nScott Jacobs, one of the original creators of Play Up, just pointed these slides out to me: http://www.playuptools.com/csroby/media/GDC Sketchup 09.pdf

Comment In: [Blog - 05/22/2013 - 05:58]

Rereading this today I hate ...

Rereading this today I hate the sound of it. I come off as one of those Look at how my hard work paid off types and that 's not how I feel. How I really feel is lucky that I 'm able to raise any money at all being at ...

Comment In: [News - 03/20/2013 - 05:30]

Richard, you 've been my ...

Richard, you 've been my first game developer hero ever since I took that class in adventure-game-making-on-the-Apple-II from you at Computer Camp in Tahoe while you were working on Ultima 2. I know it 's easy to say stupid things in a live interview - but it 's also easy ...

Comment In: [News - 08/30/2012 - 04:14]

For another data point, I ...

For another data point, I 'm liking Playstation Mobile so far. sixty second shooter Deluxe runs at least at 30 fps on every device I 've tried it on I love C and I haven 't found a single outright bug in the API yet, though I do have a ...

Comment In: [News - 07/20/2012 - 04:16]

I really should try to ...

I really should try to implement the regular hours thing ... r n r nFor game developers working from home with kids, there 's an Indie Game Developer Parent facebook group: https://www.facebook.com/groups/425451814143723/ r n r nCome on down

Comment In: [Blog - 05/29/2012 - 08:22]

I 've been wrestling with ...

I 've been wrestling with this too I even blogged about it myself just a couple weeks ago: http://www.gamedevblog.com/gamedevdad/ r n r nGreat to know I 'm not alone. We should start an 'indie gamedev parent ' support group or something.

Comment In: [Feature - 09/24/2008 - 03:50]

Hey - I'll say, Yes, ...

Hey - I'll say, Yes, it was difficult, but our macro game is actually very cool and gotten us a lot of kudos. In hindsight, we would have toned down the difficulty, and you could call that our sixth 'what went wrong.' But with the success of really hard games ...

[Previous Jamie Fristrom Comments]