Find out about the game industry from the people who make the games. This is the most expert knowledge you can find. Pure gold.
Game designer Adam Maxwell further explains his stance on writers in the games industry.
A veteran game designer discusses the value of traditional writers in the realm of interactive entertainment and why hiring writers may be a hindrance rather than a boon.
A veteran game designer talks about content quality in MMOs and the effort behind producing MMO content.
In my time as a game designer, I've lead a few sub-teams and design times (8 total). Each team has included at least one brand new, junior designer with no experience. I think this is kind of important - I think new designers bring something to the mix of designers in a team that you can't get any way else: Passion unmitigated and not yet beat down
A nice look into the reasoning behind death penalties in MMOs.
Game designer Adam Maxwell asks "why are we still using cinematics in our games?" using Valve's Half-Life series and his own experiences as examples...
An MMO designer challenges the necessity of PUGs (Pick up Groups) and group-only play.
I've had reason to be reminded of this topic several times in the very recent past, and it's something I feel strongly about, so I thought I'd blog about it finally.I'm talking about the way we, in the industry, regard the people that have left us. The dead. Every project I've ever worked on has had at least one person leave the team for one