Join us on Tuesday, July 24th at 7pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting:

BPM Summer Mixer & Roundtable Talks

Join us for a special edition of Boston Post Mortem! We will be hosting a summer mixer with a series of optional roundtable talks to participate in. These roundtables will be hosted by various Boston industry professionals, and will be used to kickoff various conversations surrounding game industry culture, current events within the industry, and q&a’s with devs within a variety of disciplines. Outside of these convos, feel free to bring your prototype games, start discussions of your own, or meet some new faces. Let’s take some time to gather and get to know our Boston game dev community better!

 

Logistics:

Tuesday, July 24th
7:00pm @ Intrepid Pursuits
American Twine Building
222 Third Street, #4000
Cambridge, MA

There are two entrances to the American Twine Building- one is closer to second street around the side of the building, this is the entrance you want! Take elevators up to the 4th floor and that entire floor is Intrepid. After 6pm security will ask you to sign in but no ID is required.

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Join us on Wednesday, March 28th at 7pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting:

Following The Money: Breaking Down Video Game Costs

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Have you ever wondered just how much it takes to create and build a video game, or a studio? Have you ever thought, “I know I have an idea, but what would it take to bring that to reality?” Join Alex Engel as he breaks down the real costs for starting a video game project, from realistic milestones to funding goals, from the costs of advertising to expected revenue. Just like how “social media” isn’t a good marketing strategy, “selling on Steam” isn’t a good business plan, but what does a realistic business plan even look like?

About the Speaker:

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Alex Engel is a Product Manager at DraftKings who has worked on over a dozen games and expansions across his 13 years in the game industry. He has given over a dozen talks at events like GDC, PAX, and FIG, helping to break down the operations of running video games. This talk is a deeper dive into his PAX East 2018 talk, and draws upon his experience at studios like Warner Bros. and Disruptor Beam developing new projects and games.

Logistics:

Wednesday, Mar. 28
7:00pm @ Intrepid Pursuits
American Twine Building
222 Third Street, #4000
Cambridge, MA

There are two entrances to the American Twine Building- one is closer to second street around the side of the building, this is the entrance you want! Take elevators up to the 4th floor and that entire floor is Intrepid. After 6pm security will ask you to sign in but no ID is required.

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February Meeting: Going from an Outsource Studio to Selling CATs

February 17, 2018

Join us on Wednesday, February 21st at 7pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Going from an Outsource Studio to Selling CATs Ever thought about running a contract game studio? Tricky Fast Studios has been in that business for 6 years, and Mike Handverger is […]

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The IGDA and the Future of Game Development

January 8, 2018

Join us this Wednesday, January 10th, for a very special Boston Post Mortem. We’re delighted to have the  Executive Director of the International Game Developer’s Association and IGDA Foundation, Jen MacLean as our January Speaker! The IGDA and the Future of Game Development: It’s never been easier to become a game developer, or harder to succeed […]

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December Meeting: Tips for Submitting to the FIG Digital Showcase

December 13, 2017

December Meeting: Tips for Submitting to the FIG Digital Showcase Join us on Tuesday, December 19th at 7pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Tips for Submitting to the FIG Digital Showcase Tips for Submitting to the FIG Digital Showcase Do you have a game you’re […]

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November Meeting: Neurogaming – I Think Therefore I Can Communicate

November 14, 2017

November Meeting: Neurogaming – I Think Therefore I Can Communicate Join us on Thursday, November 16th at 7pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Neurogaming – I Think Therefore I Can Communicate   Neurogaming – I think Therefore I Can Communicate This month we have a special […]

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October Meeting – Waggle Words Post-Mortem

October 16, 2017

  October Meeting: Waggle Words – Launching the World’s 1st AR Word Game Join us on Wednesday, October 18th at 7pm in Intrepid Labs, in The American Twine Building (222 Third St. Cambridge, MA 02141 4th floor) for our next Boston Post Mortem meeting: Waggle Words – Launching the World’s 1st AR Word Game After three+ years of development, Vermont Digital […]

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August Meeting – Game Dev Community Potluck!

July 28, 2017

  We are thrilled to work alongside your local game development community meetups on this year’s Summer Potluck! Join us on Sunday, August 6th from 12pm to 4:30pm at Rogers Street Park, located next to The American Twine Building (222 Third St. Cambridge, MA 02141). Continue those stimulating conversations from GameLoop or relax in the sun! Feel free to bring games and […]

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Rock Band™ VR – Audio Design Post Mortem

July 10, 2017

  Our presentation this month is by Steve Pardo, Audio Lead at Harmonix Music Systems and Christopher Wilson, Co-Founder + Sound Designer at SkewSound on Wednesday the 26th! Rock Band™ VR – Audio Design Post Mortem Rock Band VR (Harmonix Music Systems/Oculus, 2017) broke new ground for the franchise and music gaming in many ways. The game features a state-of-the-art guitar […]

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Legal Issues in Gaming

June 11, 2017

Our presentation this month is by intellectual property attorney, Assaad Lyn: Legal Issues in Gaming: A creator has power and control over his/her project. The project can exist by itself, or it can be one part of a whole. What rights do you have as a creator? What do you own as a creator? What are you really […]

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