Charles Cox is a game developer and studio founder who left a fifteen-year career in AAA games to start his own indie game company 4gency and create Habitat, a game about building recycled space stations from orbital junk. He made a public pledge to leave behind traditional first-person shooter titles forever, a stance that made Gamasutra and Kotaku headlines, and has since had his game and unique journey featured in VentureBeat and the New York Times.
Prior to starting his own company, Charles worked on the Xbox One as a Senior Developer Education Manager, at Sony’s Zipper Interactive studio as a Technical Designer, and at Xbox Live as Indie Games Community Manager and Developer Educator. He is a veteran speaker and event leader, responsible for building, coaching, and delivering experiences to worldwide audiences.
[Learn about Charles] || [Learn about 4gency] || [Learn about Habitat]
Data and personal stories from this year's IGDA Leadership Summit paint a picture of an industry struggling with itself to find a center. Developers want stability, business wants to flex and move. More now than ever, home needs to be where we make it.
4gency's founder looks back at a first year of lessons as a mobile/tablet developer. Lesson one shows how hard it can be to make money in the arcade genre with in-app purchases.
Having been in the games business for a decade, and having worked on six shooter titles, I'm sure of one thing: we can do better.
[Blog - 05/18/2013 - 12:28]
I think managing the business ...
I think managing the business of game data and metrics is sort of a three-course problem, handled by different folks or the same person wearing different hats r n r n1. What questions are the most valuable to answer for your business - CEO/Founder/Bizdev r n2. How to instrument your ...
[Blog - 04/19/2013 - 06:56]
When I was at the ...
When I was at the studio, it was 80-hour weeks, and I was newly married. It was tough, and I didn 't even have any kids - I can imagine that being so much worse. r n r nI have plenty of thoughts about crunch time , and I 've ...