Down The Tube: A Developer’s Guide To Television
Posted by Rock, Paper, Shotgun Apr 01 2014 15:00 GMT in PC Gaming News
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You may have heard about last weekend’s extraordinarily disastrous attempt to film and broadcast a Pepsi-sponsored game jam, called GAME_JAM. At enormous expense (rumours fly of around $400,000), a group of in-indies – the likes of Zoe Quinn, Davey Wreden, and Robin Arnott – and YouTubers were supposed to be taking part in a reality-show-cum-game-jam for four days, to be professionally filmed, edited and broadcast on YouTube. The event didn’t make it through the first day before a number of the developers walked off set and refused to return, and everyone involved was upset and pissed off. It didn’t make it to day two. For a comprehensive account of what happened, you ought to read Jared Rosen’s article on Indie Statik, but the short version is: one of the people in charge was a sexist arsehole, the sponsorship was so ludicrous they weren’t allowed to drink anything other than Mountain Dew (not even water), and the atmosphere was miserable beyond anything conducive to making games. It was a massive, hugely expensive, disaster.

In response, we and asked Size Five Games‘ Dan Marshall to use his experience working in television production to write a guide for developers when it comes to TV. What to look out for, the tricks of the trade, and why it’s probably best avoided altogether. We should stress, this is a general guide, and not directly related to those peculiar events in LA.

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