Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 30, 2015
arrowPress Releases
August 30, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

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: [News - 07/28/2015 - 02:39]

I really enjoy the OUYA ...

I really enjoy the OUYA hardware, store and games and really hoped that with the knowhow that Razer was bringing to this they would help this struggling by deserving platform. The people who develop for OUYA are generally small, but smart Indie devs. They deserve better than this. Collecting revenue ...

Comment In: [Blog - 07/17/2015 - 02:08]

As a lead/manager on many ...

As a lead/manager on many game projects I can say that I 've personally put in extra effort to make team schedules sane and help team-members keep a healthy balance of work and life. I see it as my own failure when schedules slip to the point where the idea ...

Comment In: [Blog - 07/06/2015 - 01:34]

Pascal - thanks so much ...

Pascal - thanks so much for sharing your story. I teach students and mentor small developers about game design and entrepreneurship. I have used Orangepixel as a shinning example of an Indie MicroDev that does things right for about 4-years now. Your games are always amazing and I wish you ...

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, ...