Up Course Introduction Course Project Info. Syllabus Peer Evaluations Your Current Grade Extra Credit Ideas 1: Welcome to Work 2: Biz, Plan, Time 3: Risks, Leadership 4: Startups, Mktg 5: Budgets, ROIs 6: Protecting Ideas 1 7: Protecting Ideas 2 8: Deal Points 9: Getting a Job 10: Reality, Future 11: Why and Tao

Game Project Management

Week 11: Why Make Games? The Tao of Working in the Game Business; Your Final Pitch Presentation

If your morale was lowered by last week's reality checks, it will be buoyed this week by an uplifting reminder of why you want to make games. This pep talk will help put you back on a high note and ready to kick butt for this, your final presentations. In addition, this week features a special bonus lecture on the Tao of gaming: a list of things that I want you to remember from my classes.

Important: This week there is only one item on the agendum: presenting your final graded Pitch Presentation in class! Your grade will be determined by The Client with adjustments made by your Biz Dev (i.e., instructor). You are required to hand in (for keeps) all of your final Pitch Presentation materials. This is the moment you've been preparing for; break a leg!


Required Reading:

Article: UK Reports Praises Educational Effects of Gaming by David Jenkins

A new report has praised the positive impact that games have on children and has encouraged their use in education. Researchers at the Institute of Education at London University have been developing the report of the last three years, partly funded by the UK Department of Trade and Industry (DTI). . .

Article: Who Make Games? by Alan Emrich

Okay, okay... I admit it. Working in the game industry isn't as terrible as I indicated last week. There's hope for all of you, but you need to remember who the enemy is. This article will rally your spirits and let you know where you'll stand among you coworkers.


Optional Reading:

Article: Game Artists Survival Guide by Josh White

If you're an animator or modeler in this industry for at least a few years, chances are that you've been through your share of hellish projects. Here are some secrets to pre-project planning that will make your next project go much smoother, and make sure the art requirements are respected by the rest of the team.

Interview: Black Isle Studios' Feargus Urquhart by Tramell Issac

What is a game developer's life really like?

Game Career Info. Bibliography Game Biz Quotes Game Making Tools Design Glossary Producer Glossary Top 10 Reasons Editorial Latin Practical Latin Practical Yiddish Where I get Games Emrich Home Page