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Don't Be Like Me Me TM Since 1997 I didn't learn Game Design (Actually - I learned it. The hard way) I helped develop edutainment (Do what interests.

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Presentation on theme: "Don't Be Like Me Me TM Since 1997 I didn't learn Game Design (Actually - I learned it. The hard way) I helped develop edutainment (Do what interests."— Presentation transcript:

1

2 Don't Be Like Me

3 Me TM Since 1997 I didn't learn Game Design (Actually - I learned it. The hard way) I helped develop edutainment (Do what interests you) I went too big, too early (MMO development is not for noobs) Almost gave up on game development (temptations...) Helped develop iTV games Flash Games Browser-based MMO Peripheral game development services 1-5

4 I also got married + 2. Don't be like me. 5 Please Laugh

5 (Just Kidding) Try Harder

6 Size Matters Plan your victory Think Big but... Act Your size* (EA wasn't built in one day). *Most of the time 6-8 Majorem's spending (Good and Bad) Thomas Hobbes (What most people think) Group to size up!

7 The market is always right. ( Submit or die ) Capitalism Adam Smith Was Right 9-10 To change the market, you need to be very big Or very very rich Or very very very lucky Don't educate the market, learn from it

8 Stick to what you love (But also be open to other experiences). Stick to what you love (Don't be like Me TM ). Stick to what you love (Don't give up too quickly). Be Yourself Hollywood Was Right 11-12 Other experiences can teach you about the market Other experiences can yield relevant ties and connections Keep your eyes on the prize Success takes time → time that you need to know to survive. Plan accordingly.

9 - Restarting sucks (But not as much as it would tomorrow) - Your advantages are misrepresented (Small are agile, Ugly Devart can be artistic, A missing feature can be a source of Income) - Work hard but don't overwork (You can overwork some of the team some of the time, but not all of the team all of the time) - Work hard but don't overwork (The above is not an excuse) - Love your team Love Yourself And Not Your Drafts 13-15

10 Cost < Price < Value Commercial Success 16-17 Always Keep: Time Effort Expenses Loss of Income

11 Find/Found your place Employed (Oberon/PixelPlay, TacticSoft, SandHill, Funtactix, Quizart, Mind360 & Many more) Self-employed (service providers see dainfo.com) Be the Boss (Team up!) Mod yourself (mods and demos as a way to acquire experience, recognition, & ties) 18-20

12 ...Whatever you do, please don't be like me (Why Compete?) 20 www.MyGamesLab.com


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