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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: [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 ...

Comment In: [Blog - 10/07/2014 - 06:29]

Filip - incredible exploration of ...

Filip - incredible exploration of the D-R feedback loop. I 've always enjoyed connecting a psychological behavior to game mechanics and this example certainly helps explain why these D-R cycles help make compelling games. I also appreciated the reference to Piaget 's theory of cognitive development - I was first ...

Comment In: [Blog - 08/16/2014 - 02:16]

Damien, You are correct - ...

Damien, You are correct - there are various terms for what you suggest example: vertical slice , but the idea here is can you create the aesthetic mood through your choice of mechanics and dynamics. Not every emotion needs to be 'fun '.

Comment In: [Blog - 04/25/2014 - 01:01]

I loved the 1802 COSMAC ...

I loved the 1802 COSMAC - long before I could afford a computer I was 16-years old in 1976 , I learned to program by reading about the instruction set and thinking through all my logic on the original COSMAC 'ELF ' from Popular Electronics Magazine - http://www.sparetimegizmos.com/Hardware/images/ELF PE COVER.GIF ...