Postmortem: Wideload Games' Stubbs the Zombie
August 11, 2006
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Introduction
Three
years ago, after leaving the helm at Bungie I found myself without a
job and on the sidelines of the game industry. It was weird. After
spending six months tooling around at home, I realized I had to get out
of the house and do something—be productive, set an example for my
kids, take over the world—that kind of thing. Games are what I know and
love, but I faced a real dilemma in trying to figure out how to get
back to making games on my own terms.
To be an independent
developer in the current climate of publisher consolidation and rising
costs seemed impossible, but somehow Wideload was created. I challenged
myself to create a company with a set of commandments essential to my
personal and professional happiness.
The Commandments
- First Commandment: We shall establish our game’s creative direction.
- Second commandment: We shall own our intellectual property.
- Third
commandment: We shall not let a third party determine our success, such
as the publisher who’s doing (or not doing) the marketing, or the
funding source (likely a publisher) making demands that are not in-line
with our goals.
- Fourth Commandment: We shall have a
small manageable team. We don’t want 50 employees making one game over
three years in house (we want low overhead), and we don’t want to
suffer the churn of ramping up and down for projects.
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