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Author Topic: 13 Rules For Making It Big As A Micropublisher  (Read 972 times)
Erwin_Br
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« on: June 23, 2012, 06:17:52 AM »

Forbes published an article about Wadjet Eye Games branching out from creating their own adventures into publishing games by other developers. The latest game published by the studio is of course Resonance by Vince Twelve, who was interviewed:

Partnering with Wadjet Eye was easily the biggest turning point in the game’s development.  Between my wife, kids, and full time job, the time I had to devote to the project was mostly relegated to hours when I should have been sleeping.  The project had been progressing very slowly in that manner for four years before Janet [Gilbert, the other half of the Wadjet Eye Games core team] joined the team as lead programmer and kicked it into high gear.  It’s also a relief to know that things like the voice acting, marketing, and business stuff were in the hands of people with much more experience in those areas than I have.

The success of Wadjet Eye Games is explained in the 13 rules for making it big as a micro-publisher.
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
ad7venture
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« Reply #1 on: June 24, 2012, 05:09:01 AM »

Seemed kind of strange having Forbes interview a game company that small, but it was a really good article.   I have a little problem with the old style graphics, but I think Dave Gilbert gets it about adventure games.  They need a deeper story.  I almost bought Gemini Rue, and then didn't, but Resonance may be different.  There are some advantages to the graphics in that they generally have lower detail so you don't spend forever looking for hot spots.  What I've played so far, I'm definitely impressed.  One of the best games I've tried in quite a while.
« Last Edit: June 24, 2012, 05:13:30 AM by ad7venture » Logged
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