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Randy Angle's Blog

 

Randy Angle is an autodidactic polymath entrepreneur with a passion for making games and toys. Randy combines his fun-loving spirit with a "git'r done" attitude to create a unique leadership style. In a career spanning more than 30 years and over 80 games, Randy has worked on almost every platform and genre. He has lead successful teams with director or executive roles in design, engineering, production, studio management, and on properties including: Star Trek, LEGO, Lord of the Rings, Dungeons & Dragons, Zorro, PAC-MAN, Dig Dug, Galaga, SpongeBob SquarePants, Spiderman, and original properties. Randy is an accomplished public speaker, instructor and mentor at conferences, universities, seminars and accelerators on topics about game design, rapid iterative development and succeeding in the videogame industry.

Please visit http://www.hoppsbusch.com

 

Member Blogs

Posted by Randy Angle on Mon, 10 Mar 2014 04:16:00 EDT in Business/Marketing, Production, Indie, Social/Online, Smartphone/Tablet
Insight into the "Secret Playbooks" for F2P Games. It all started with a question, "why do companies hide their monetization numbers"?


Posted by Randy Angle on Thu, 05 Mar 2009 12:06:00 EST in Design
Link to my BLOG



Randy Angle's Comments

Comment In: [Blog - 06/02/2015 - 01:30]

I think Anne-Christine has made ...

I think Anne-Christine has made a particularly good list of 'secrets ' of game designers. I don 't expect every designer to always react this way - but I would want to be sure I knew what might be motivating a game designer before I work with one. r n ...

Comment In: [Blog - 04/15/2015 - 02:28]

Dan - terrific article on ...

Dan - terrific article on the realities of game development. Between this and the Wooga funnel I believe more people are starting to see what has been a hard learned lesson of our industry for years. Success is rare, and failure has to be a stepping stone to learning lessons ...

Comment In: [Blog - 02/24/2015 - 01:54]

Great article and excellent comments. ...

Great article and excellent comments. r n r nLEAN - MVP - and the Why , How and What of it is just as easily abused as Agile and SCRUM was for game developers. Agile was horrible for games as it didn 't involve a pre-production planning phase... lesson learned, ...

Comment In: [News - 10/09/2014 - 11:22]

Ah, this is the Cliffy ...

Ah, this is the Cliffy B. that I remember meeting at GDC in 1999. I 'm glad to see he is inspired to go do something great again. Remember, Never stop learning

Comment In: [Blog - 10/07/2014 - 06:36]

MobiApp - which is now ...

MobiApp - which is now Intel XDK - used to provide a great solution for Hybrid games on mobile. At the recent Intel developer conferences it seems that they are slowly moving the product way from a solution for games and moving toward more general purpose app support GUI app ...

Comment In: [News - 10/03/2014 - 05:20]

I have the utmost respect ...

I have the utmost respect for David and Ian Marsh. I 've never known the Marsh Bros NimbleBit to be greedy - in fact quite the opposite. They believe strongly in making great games that fans really enjoy. I use Tiny Tower as a very practical example of how making ...