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April 25, 2018
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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 Tue, 10 Apr 2018 09:41:00 EDT in Business/Marketing, Production, Indie, Social/Online, Smartphone/Tablet
Regular game features are easier to estimate compared to features that use SDKs, APIs, libraries, and Distribution Compliance that are outside of your own control. Looks the problems plaguing GameDev costs for the IndieDevs & SmallPubs.


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 - 02/14/2018 - 05:34]

I 'm only guessing here ...

I 'm only guessing here 2B in revenue - 90M Ops Dev - 1B Marketing 810M profits... I 'm sure my numbers are wrong - but I 'd bet it my guesses are within 100M -

Comment In: [News - 05/30/2017 - 03:43]

Thanks to my industry colleagues ...

Thanks to my industry colleagues for being interviewed and participating in this very informative article. Thanks also for all the great comments. r n r nI make video games, RPGs, board games, card games, and toys. My career started as an Indie before that was a term in 1977. I ...

Comment In: [Blog - 09/20/2017 - 11:13]

I like to figure that ...

I like to figure that the marketing budget will be at least equal to the development budget. In AAA and top 20 Mobile that isn 't actually true. For AAA, with budgets of 10M to 50M or more, I estimate most marketing will reach 2x or 3x the development budget ...

Comment In: [Blog - 08/07/2017 - 10:32]

Excellent way to present this ...

Excellent way to present this idea - character controller was the first lesson in Unity3D scripting class I taught at Academy of Art, and every student stumbled when it came to trying to implement a RigidBody controller in later semesters. Lots of characters slipping through the terrain meshes and falling ...

Comment In: [News - 08/28/2012 - 03:56]

Thanks to Frank for the ...

Thanks to Frank for the article. Thanks to Simon for the insights into your process. Thanks to all the commenters for making this an incredible thread. r n r nIn my long career I 've worked on 2 unfinished giant monster games and always faced the timing and scale issues. ...

Comment In: [News - 06/23/2017 - 06:38]

There are a lot of ...

There are a lot of business factors that go into a successful Indie Game. Some of you may know I 've been making games for 40-years: Indie, AAA Console, Value, Casual, Mobile Indie again. r n r nMany Indie developers have an idea and the passion to follow up - ...