Archive for May, 2012

True to Design: What I’m Reading

Candid Words from Diablo III‘s director:

The 6 Passages of Leadership and Management

User Stories and Narrative :


Finding Out What They Think: A Rough Primer To User Research, Part 2:

The Devil’s Workshop: An Interview with Diablo III‘s Jay Wilson:

Swashbucklers, ships, and high seas hijinks: KingsIsle talks Pirate101:

Gorgon Random Treasure:

How Indiana Jones Adventure World‘s core game mechanics target Facebook players:

Predicting Churn: Data-Mining Your Game:

Opinion: Embrace freemium:

3 Ways to Improve Your Positive Intelligence (PQ):

A Personal Journey: Jenova Chen’s Goals for Games:

There is a formula for getting funded on Kickstarter:

Culture Clash: How Video Games Are Crashing the Museum Party:

Kratos’ Boss: The Studio Head of Sony Santa Monica Speaks:

How to be a Damn Good Developmental Manager:

Persuasive Games: Process Intensity and Social Experimentation:

3 Ways to Show Respect for Your People:

Why Your Company Needs A Chief Collaboration Officer :

Leader Or Bully? There are Consequences

Leading Change – An Excerpt from Beyond Critical:

Beyond Heavy Rain: David Cage on Interactive Narrative:

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Friday Friends Features: Kickstarters

Been a while but wanted to share some Kickstarters that friends of mine are doing:

Edge of Space by HandyMan Studios:

Rend by Timothy Frank:

True to Design: What I’m Reading

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True to Design: What I’m Reading

What is your Cultural Type ?:

How Creative Assembly’s Process Breeds Quality:

Ask Gamasutra: Should I do a Kickstarter campaign?:

Draw Something Uncertain:

The Top 10 Things The Game Industry Can Learn from Film Production:

The 5 Biggest Mistakes You’re Making With Work Relationships :

How to work with programmers. – A guide for designers:

« Finis ton boulot et ensuite t’auras ta bière »:

How to Make a Turn-Based Strategy Game – Part 1:

Animating Four-Legged Beasts:

The Top 5 Mistakes Leaders Make:

7 Reasons Employers Will Hire You :

10 Rules for a Phenomenal Job Interview :

The Inclusive Design of Kim Swift:

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