By Morgan Ramsay
Gamers at Work provides an inside of examine how 18 leaders play the chances, grab possibilities, and remodel small companies into nice companies. the following, in Gamers at Work, you'll find their tales replete with their own struggles, company intrigue, and insights into method, management, and management.
Gamers at Work:
- Explores the formation of leisure software program businesses from the views of winning founders who performed the odds
- Provides perception into why skilled pros sacrifice the relief of gainful employment for the uncertainty and hazard of the startup
- Shares the stories and classes that form the lives, judgements, and struggles of marketers during this unstable business
- Trip Hawkins, Electronic Arts (Madden NFL)
- Nolan Bushnell, Atari (Pong)
- Wild invoice Stealey, MicroProse Software (Sid Meier's Civilization)
- Tony Goodman, Ensemble Studios (Age of Empires)
- Feargus Urquhart, Obsidian Entertainment (Star Wars: Knights of the outdated Republic II)
- Tim Cain, Troika Games (Arcanum, Vampire: The Masquerade--Bloodlines)
- Warren Spector, Junction aspect Studios (Disney Epic Mickey)
- Doug and Gary Carlston, Broderbund Software (Prince of Persia, Carmen Sandiego)
- Don Daglow, Stormfront Studios (Neverwinter Nights, Tony l. a. Russa Baseball)
- John Smedley, Verant Interactive (EverQuest, PlanetSide)
- Ken Williams, Sierra On-Line (King's Quest, relaxation swimsuit Larry)
- Lorne Lanning, Oddworld Inhabitants (Oddworld)
- Chris Ulm, Appy Entertainment (FaceFighter, vans & Skulls)
- Tobi Saulnier, 1st Playable (Kung Zhu, Yogi Bear)
- Christopher Weaver, Bethesda Softworks (The Elder Scrolls)
- Jason Rubin, Naughty Dog (Crash Bandicoot, Jak and Daxter)
- Ted rate, Insomniac Games (Spyro, Ratchet & Clank)
Read or Download Gamers at Work: Stories Behind the Games People Play PDF
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Additional info for Gamers at Work: Stories Behind the Games People Play
Hawkins: I found plenty of interest from venture capitalists when I began making the rounds in August and September 1982. I received multiple offers, and I don舗t remember anyone that wasn舗t interested. There was even competition for the deal that helped me get a better price. This led to an even hotter 1983 for funding companies doing personal and home computer software. After then, the market and funding climate became more difficult. Ramsay: Can you tell me about the publishing process at the time?
Similarly, we look to magazines, books, and other publications for insight that gives us pause, or perhaps a simple diversion, that allows us to think clearly and critically. I hope Gamers at Work gives you such a reprieve. I expect the stories shared within this tome will impart valuable information that you might have never obtained elsewhere. I hope the storytellers entertain you with their delightful anecdotes as they have entertained me. Finally, I encourage you to use this book as a reference, which you can revisit from time to time when you would like to remember how those who have gone before you confronted the myriad obstacles along the road to success.
Today, the ponytails and suits can sometimes be embodied in one person. In any case, the perspectives of art and science need to be blended together. Creative people need to get out of the ivory tower and pay attention to the tests in the Petri dish. And the scientists need to understand that it takes creativity to make something fun. Ramsay: You舗ve seen this business from every angle, having worked in publishing, development, and even hardware. What would you say are the most serious threats to the growth and long-term viability of startups?