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Edward DelCastillo's Blog   Expert Blogs


I've been in the business of games officially since 1990.  Starting at a folding table in customer support for a little company called Mindcraft, I worked my way up to Producer/Designer in 2 short years.  In 94, I became the 42nd employee of Westwood Studios.  Although my title was Producer of Command & Conquer, I served as the head designer and art director as well.  At Westwood, I headed up Command & Conquer, Red Alert, a special 10th anniversary compilation of Westwood titles and numerous ports and expansions.

In 1998, I took up the role of Producer on Sid Meier's Gettysburg and Alpha Centauri (Origin Systems).  Firaxis was an evolutionary step, moving to Austin and working directly with Richard Garriot on Ultima 9.  Another surge of learning later, I decided to start my own studio, Liquid.

Liquid Entertainment was born in 1999.  Based in Thousand Oaks, CA  we worked hard to maintain our independence. We delivered quality products and formed long-lasting relationships with our partners. You might know us for Battle Realms and Dragonshard.

The winds of change are blowing towards mobile; likewise, we are transitioning into a completely digital developer focusing on games for touch-enabled devices like smartphones and tablets, as well as hardcore games on "casual" platforms like Facebook.

If you'd like to ask me any questions, feel free to email [email protected]. You can also find me on Twitter as @eddelcastillo

Expert Blogs

Posted by Edward DelCastillo on Thu, 01 Mar 2012 06:00:00 EST in Business/Marketing
In game development, engines, tools, mobile platforms, popular genres and more can change literally overnight. Here are some helpful tips so you can keep your project, your studio -- and your personal life -- on track.

Posted by Edward DelCastillo on Fri, 07 Oct 2011 10:10:00 EDT in Business/Marketing, Indie
Why the iPhone 4S is slam dunk for Apple and developers alike

Posted by Edward DelCastillo on Mon, 19 Sep 2011 02:24:00 EDT in
RTS designers are a natural fit for social game development. Here's why.

Posted by Edward DelCastillo on Tue, 28 Jun 2011 11:49:00 EDT in Production, Console/PC
Discussing the real power of licenses and why (and how) bad movie games are born

Edward DelCastillo's Comments

Comment In: [News - 06/21/2011 - 11:06]

Can't wait for that group ...

Can't wait for that group of gamers to join the rest of the world in global gaming.

Comment In: [News - 06/21/2011 - 06:38]

Incredible This is a great ...

Incredible This is a great step forward.