Art Director, Artist, and Musician. Started in the games business in 1993, served at companies such as Day 1 Studios, Microsoft, FASA Interactive, Viacom New Media, and Mindscape/Software Toolworks.
My low-velocity blog is at
Studio culture is defined by it's people, but what makes some studios great places to work vs. others? A key aspect (in my experience) is Positive Energy.
There are three critical aspects that go into making the art in a video game successful. In this post I break down my experience and lessons learned in team-based art development.
[Blog - 09/18/2014 - 02:56]
Mikhail FWIW I draw a ...
Mikhail FWIW I draw a distinction between maintaining a positive attitude and obfuscating reality. The point of my post was that creative projects require a certain mindset in order to flourish. This doesn 't mean running around telling people things are great when clearly they 're not. It means making ...
[Blog - 09/04/2013 - 09:50]
Hi Doron, Thanks for the ...
Hi Doron, Thanks for the feedback For me these elements are equally weighted, I didn 't mean to imply this should be a sequence of events. More like a checklist. Cheers -H
[Blog - 04/15/2013 - 02:45]
The entire games, music, and ...
The entire games, music, and video industry was built on derivative work. You can argue ad nauseum about what magical degree of mutation is needed before something is considered original . But given how subjective this all is, it kind of seems pointless to do so. r n r nNotch ...
[Blog - 10/25/2012 - 02:05]
But... why would any developer ...
But... why would any developer spend months or even years on an XBLIG project without first vetting the channel thoroughly to understand the market metrics Who goes into a market blindly believing any concept they have will sell, without first researching the answer r n r nThis is a value ...
[News - 09/10/2012 - 06:07]
I think Mr. Zukowski has ...
I think Mr. Zukowski has exactly the right attitude here. XBLIG is a unique sandbox where the market truly sorts it all out.
[News - 08/23/2012 - 02:21]