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GDC: <i>Tetris</i> Legend Wins Game Design Challenge
GDC: Tetris Legend Wins Game Design Challenge [03.08.07] Alexey Pajitnov today took honors at the Game Developers Conference by winning the annual Game Design Challenge, a friendly competition hosted by GameLab’s Eric Zimmerman, this year asking game designers to invent a hypothetical game using a needle, thread, and fabric as the input device.
GDC: <i>Pac-Man</i> Creator Embraces XNA, <i>Dragoon</i> Lead Mistwalking
GDC: Pac-Man Creator Embraces XNA, Dragoon Lead Mistwalking [03.08.07] Microsoft Game Studios' Shane Kim and Dave Mitchell have revealed to Gamasutra that legendary Pac-Man creator Toru Iwatani will be using XNA Game Studio Express in his upcoming educational career, and the whereabouts of Panzer Dragoon and Phantom Dust mastermind Yukio Futatsugi.
GDC: Little Big Developers: The Formation Of Media Molecule
GDC: Little Big Developers: The Formation Of Media Molecule [03.08.07] Hours after surprising the Sony keynote crowd with the revelation of their LittleBigPlanet, Alex Evans and Mark Healey of Media Molecule detailed the secrets to their company's success, going from a "bunch of mates, to a bunch of mates in a slightly larger room," and admitted to a touch of "post natal depression."
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All For Games: An Interview With Warren Spector
All For Games: An Interview With Warren Spector [03.05.07] In this exclusive interview ahead of his GDC lecture this week, we spoke with Junction Point's Warren Spector about his stance on MMOs (preview: he doesn’t like them), writing in games, dynamic storytelling, and the potential of the medium.
GDC 2007: Live Coverage
GDC 2007: Live Coverage [03.05.07] Gamasutra is reporting live from the 2007 Game Developers Conference in San Francisco this week, with extensive event coverage, panel summaries, interviews, and more - click through for more.
Free Agency: Opening Up the Game Developer Market
Free Agency: Opening Up the Game Developer Market [03.02.07] In a preview of his upcoming GDC speech, veteran lead designer Michael John (Daxter) advocates for free agency in the game biz; that is, the destruction of full-time employment, and the beginning of per-project contracting.
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March 6, 2007

GDC: Zimmerman Milks The Casual Cash Cow

GDC: Zimmerman Milks The Casual Cash Cow gameLab, the New York City based independent game studio co-founded by Eric Zimmerman is now in its seventh year of operation. Starting with a deal from Shockwave.com, he and Peter Lee moved the company from a small computer game developer to a much less small and still successful developer of casual downloadable games. Throughout, gameLab has maintained its focus and identity within the game industry.

“The most important thing is this idea of staff authorship... that people feel like the work they’re doing is their work,” said Zimmerman. This means actually giving individual employees authority and responsibility, something developers just can’t fake. There is scariness there, but letting people make mistakes is essential.

Developing the company culture starts from day one. At gameLab, Zimmerman knew that they wanted to create a culture of research, so they encourage the staff to have rich lives outside of the company. Culturally sophisticated employees, says Zimmerman, contribute to the identity of the company as a whole, insisting that developers be aware of the company culture that you’re actively making.

Zimmerman also pushed the idea of the “honest hustler.” You should have a designated hustler at your company, and he should know what you are hustling. He should also be able to hustle to different contexts, such as serious games, academic grants, or different licenses. Involving staff in creating the vision is also helpful. If they’re part of the process of creating the vision and stand by it, “They’re going to help hustle the company for you.”

While gameLab has seen success doing casual games, Zimmerman couldn’t ignore the problems that still permeate the model: low conversion rate, conservative portals, and a crowded, competitive space. Still, there are plenty of positives, like its meritocratic nature and the ease of digital distribution, that keep Zimmerman of the firm belief that it’s overall model is the future of games distribution.

Alluding to the earlier talk by Jonathan Blow, Zimmerman stated that a great process is much more important than simply great ideas. “If you have a good process in place, the process solves the problems.”

By the end of the session, Zimmerman couldn’t let the hour escape him without referencing some game design ideas. Just as rules directly create play in a game design, rules create a model for running a company and potentially transforming the industry. “Within the culture of games, we have the models for rethinking and reinventing what a game studio is.”

POSTED: 04.27PM PST, 03/06/07 - Vincent Diamante - LINK
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