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By Alexander Seropian
[Author's Bio]

Gamasutra

August 11, 2006

Postmortem: Wideload Games' Stubbs the Zombie

INTRODUCTION
Commandments
Dev Theory

WHAT WENT RIGHT
arrowrightPart One
arrowrightPart Two

WHAT WENT WRONG
arrowrightPart One
arrowrightPart Two

CONCLUSION
arrowrightExperimenting Zombies

 



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Features

Postmortem:
Wideload Games' Stubbs the Zombie
(Page 1/7)
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Introduction

Three years ago, after leaving the helm at Bungie I found myself without a job and on the sidelines of the game industry. It was weird. After spending six months tooling around at home, I realized I had to get out of the house and do something—be productive, set an example for my kids, take over the world—that kind of thing. Games are what I know and love, but I faced a real dilemma in trying to figure out how to get back to making games on my own terms.

To be an independent developer in the current climate of publisher consolidation and rising costs seemed impossible, but somehow Wideload was created. I challenged myself to create a company with a set of commandments essential to my personal and professional happiness.

The Commandments

  • First Commandment: We shall establish our game’s creative direction.
  • Second commandment: We shall own our intellectual property.
  • Third commandment: We shall not let a third party determine our success, such as the publisher who’s doing (or not doing) the marketing, or the funding source (likely a publisher) making demands that are not in-line with our goals.
  • Fourth Commandment: We shall have a small manageable team. We don’t want 50 employees making one game over three years in house (we want low overhead), and we don’t want to suffer the churn of ramping up and down for projects.

(Page 1/7)
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