I know a couple of people were interested in seeing the slides I presented at the Austin GDC, so I’ve (finally) made them available for download.
There are two versions available. The slides are available in their native PowerPoint (.ppt) format, as well as in PDF format for those who don’t have access to PowerPoint. The PPT version is preferable, since it contains some of my notes for each slide. I sometimes include slides without much descriptive text on them, so having the notes available will help others to know what I was trying to communicate. For some reason there’s something a little denuding about putting my notes out there with the slides, but so be it.
The PDF file does not contain the notes, since I couldn’t figure out an easy way to do that. But there is this option available for those who cannot open PPT files. (Of [More...]
Indie, Part-Time
As I was cruising around GDC Austin from one session to the next, I began to gain a greater appreciation of how much of the conference was geared toward the business side of game development. This isn’t surprising, of course, given that game development is an entertainment business, and GDC is all about how developers can do all parts of their jobs better. But whether it’s because of the tough economic times, or the rapid saturation of the iPhone game market, or the wide proliferation of MMOs and social games, or the plummeting price point for online and mobile games, it just seemed like there was a greater emphasis on economics than I experienced last year, unless I’m just forgetting.
There were many sessions at the conference on how to maximize things like productivity, exposure, earning potential, sales, and so on. How to pitch your game to publishers. How to [More...]