20 years of a Video Game Developer's Career - Part 2
I follow on from [Part 1 of this
Historical game development posts from the author's career: production, design, career progression, studio culture, and marketing during the console/PC era. These are archival records — context belongs to their time, not the present.
Audience: Game developers, industry historians, and readers curious about what game development looked like during the 2000–2012 era — before live service, before mobile dominance, before the platform shifts that reshaped the industry.
Scope: Historical game development posts from the author's career: production, design, career progression, studio culture, and marketing during the console/PC era. These are archival records — context belongs to their time, not the present.
Exclusions: Contemporary game industry analysis, platform/store politics, game reviews, engine comparisons, game design theory, esports, and any attempt to connect historical game work to current commercial services. This is a historical archive, not a consulting signal.
Evidence: writedaily-13-years-user-research
No related services or work for this topic.
I follow on from [Part 1 of this
Since a young age I've always had an interest in making computer games
All video game production projects need documents, whether it's a four
By special request I'm going to dig deep and put together a series of
With release dates slipping and coders groaning about contemporary CPUs, we look at how making one game for many machines impacted the industry.
The term **Minimum Viable Product** (MVP) has recently come to be used
I Create Reach.
I Generate Impact.
I Amplify.