Author Archive > Kim


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Test CDF app below – hopefully

var cdf = new cdf_plugin();
var defaultContent = ”;
if(defaultContent != “”) {
cdf.setDefaultContent(defaultContent);
}
cdf.embed(“http://kimgregson.com/cdf_apps/test02.cdf”, 400, 500);

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total engagement: ch2

The game tsunami – who plays, how much and why
ch starts off with the story of nick who plays star wars galaxies
games will change the nature of work because of hte popularity of games and the future of work
we’re in an entertainment revolution – and games are a huge part of it – games are [...]

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total engagement ch1

starts off with descriptoin of woman working at a call center – one just working and the other working with a game wrapped arund the wrok
like the game wrapped work because – she’s engaged, knows the rules on how to advance, gets evaluated on objective measures, everybody’s stats are public, gets evaluated daily, more social [...]

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notes from agile worlds conference in SL

resources
agile manifesto – seems to be a core document – to be doing agile you need to buy into these core rpinciples, might implement differently or use any of the varieties of agile, but they should all use these core principles – http://agilemanifesto.org
mike cohn’s site – http://mountaingoatsoftware.com
lisa crispin – wrote book on agile testing -  [...]

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Careers, QA, Testing

creative side has to play a lot of games to be able to do competitive analysis and feature comparisons, if you want to go into that you need to have a protfolio that shows off your creative ability, need to stay current on industry news – read gamasutra and game developer magainze regularly
producer side – [...]

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pitching to publisher

most don’t accept unsolicited pitches because of potential lawsuits over content – so set up a meeting
ask the publisher to sign a NDA (most won’t sign because they might already have a game in development with certain features of your game)
pubisher may ask you to sign an NDA in case they mention their own future [...]

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developer & publisher relationships

ch5 in textbook
publishers are very selective because games take much time and money to develop
they might hear hundreds of pitches  and there’s usually a pitch process that you have to go thru
publishers can also send out their own RFPs requesting specific information – maybe they wnat gameplay elements or a schedule and budget draft, rarely [...]

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agile development in the game industry

scrum is a type of agile development
agile = develop product using short iterations so you can fix problems while they’re small
everybody involved (on the team) knows what’s done, what needs to be done still
ned early and often communication
a lot of team mentoring and support
have a working game at the end of each iteration – and [...]

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Team Stuff

lots of team members will be young, not have a lot of experience as employees or as team members or as professionals
producer

as the team manager has to do on the job training on some basic work skills
have to keep lines of communication open so you can hear about and address problems
have to get a lot [...]

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pitching your game

gonna make a lot of different types of pitches – to venture capitalists, to the IP holders, to assistant producers who act as screeners, to marketing guys who need just a low level pitch with a little detail, inside your own company to get a greenlight for your idea…
need an “elevator pitch that’s a minute [...]

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