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Next Webinar Wednesday Features Leadership and Game Production
IGDA
Mike Acton, of Insomniac, will be discussing leadership and game production for this week's Webinar Wednesday. The session will focus on him talking about his experiences leading teams in the games industry. Acton has worked on games like Resistance, Ratchet and Clank, Fuse and Outernauts. To register for this webinar, click here.

The IGDA hosts weekly webinars surrounding topics in the game industry. The topic will rotate every week. To know about future Webinar topics, a calendar is kept right here.
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Black Duck Publishes Paper on the Importance of Open Source Governance
IGDA
Open Source Software (OSS) has played a significant part in the global video game industry’s huge expansion. Faced with tight deadlines and frequent releases, rather than reinvent the wheel, video game makers are using OSS to quickly create quality software. However, while OSS use is increasing, so is the need to manage, control and ensure compliance.

This education whitepaper titled ‘Why Open Source Governance and Compliance is Critical for the Video Game Industry’ from Black Duck takes a deep dive into the various challenges that arise when organizations lack formal policies and how OSS can be managed without slowing down development teams. The paper can be found here.

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FEATURED ARTICLE
TRENDING ARTICLE
MOST POPULAR ARTICLE
Born to sell: How indie games went mainstream at E3
Forbes
The improbable successes of "Minecraft," "Braid," "Gone Home" and "Superbrothers: Sword and Sworcery EP" show that it's not the commercialization of creative sharing that's corrupt, but only the industry's least ethical practitioners, the handful of conglomerates like Ubisoft and EA and Activision.

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Indie bubble buts: What do we do now?
Gamasutra
Revenues for indie developers on desktop are falling. We know this, and the reasons are various and irrelevant, a fixed point in our recent past.

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Why game developers keep getting laid off
Kotaku
Over the past few years, there have been a litany of gloomy stories about layoffs. Yet, paradoxically, the video game industry is booming. Americans spent $21.53 billion on games and hardware last year, according to the Entertainment Software Association, and sales of the new-gen consoles have exceeded most pundits' expectations.

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Perspective Highlight: Make Friends Not Fairytales
IGDA
This week’s IGDA Perspectives newsletter highlight features Tim Stobo of Quest’s End Games talking about the realities of creating his indie studio, as well as avoiding the fantasy behind it. “When we formed, we didn’t have an office,” he said. “We moved into one of the founders’ apartments. When we realized he couldn’t afford rent on his own, I moved in, too. When we secured our first contract, and needed to form the company to get paid, we chose our name.” The whole story can be read here.

If you feel that you have a topic for IGDA Perspectives, send us an email and pitch a story. The next theme is "Designers Unite!" Topics can include anything that you feel are important to the game industry and the theme. Email 500 words stories to beth@igda.org. More information can be found here.

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Applications for TGS and CEDEC Scholarships Open Through 30 June
IGDA
IGDA Japan is offering scholarship opportunities for student members. Students will receive a tour of a major studio and a free badge into TGS, the Tokyo Game Show or CEDEC, Computer Entertainment Developers Conference. The scholarship is being provided by the Computer Entertainment Supplier's Association.

Application information can be found here. The deadline is 30 June. 18 students will be chosen for the scholarship.

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INDUSTRY NEWS


Born to sell: How indie games went mainstream at E3
Forbes
Michael Thomsen of Forbes writes that the idea of an "indie" has always been reactionary, an attempt to reverse the momentum of industrialization by stripping creative production to a poetic minimum. The indie designer has become a romantic fixation for video game culture in recent years, something that's given an industry calcifying around expensive sequels a sense of creative momentum and social purpose it wouldn't otherwise have had. The improbable successes of "Minecraft," "Braid," "Gone Home" and "Superbrothers: Sword and Sworcery EP" show that it’s not the commercialization of creative sharing that’s corrupt, but only the industry’s least ethical practitioners, the handful of conglomerates like Ubisoft, EA and Activision.
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Why SpaceX and other non-gaming companies scout talent at video game conventions
Fast Company
A curious site greeted attendees at last year’s Electronic Entertainment Expo: a slightly charred SpaceX Dragon capsule next to a tent outside the Los Angeles Convention Center, with company staff giving away free "Occupy Mars" T-shirts. What’s a real-life space firm doing at a convention dedicated to simulation? “We’re recruiting!” explained one of employees. “We actually hire a lot of our best software engineers out of the gaming industry,” said SpaceX CEO Elon Musk, when Fast Company posed this question during the May 29 Dragon V2 unveiling.
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'Video Games: The Movie' documentary will launch in theaters on July 18
VentureBeat
"Video Games: The Movie," a documentary that chronicles the history of video games, will be released in theaters across the U.S. and Canada on July 18. It will hit iTunes and other digital video platforms starting July 15. The feature-length movie was created by executive producer Zach Braff, director Jeremy Snead, and Variance Films, a division of Amplify, has acquired the distribution rights for the film.
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Study: Women gamers are more accepted when playing nice; opposite is true for men
Polygon
A new study of online players of a shooting game found that women who sent out friend requests were more likely to be accepted, if they behaved politely and positively during play, than those who trash-talked. In contrast, trash-talking men were more likely to be accepted than those who went about their game without much verbal tussling. The study was conducted by researchers at Virginia Tech, Ohio State and Pennsylvania State universities and is part of the Computers in Human Behavior series of research papers.
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The danger of game options
Gamasutra
There's a game night at the Folsom St. Foundry every Tuesday in San Francisco. Organizers fill the block-sized event space with board games strewn across a dozen tables and hook up over twenty consoles running popular multiplayer games. In such a competitive mecca, could you conceive a scenario where two game experts are not able to play each other fairly? Andrew Pellerano can, and it's due to the danger of game options.
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UK video games tax breaks expected to protect more than 10,000 jobs
The Guardian
Tax breaks on video games production will create and protect more than 10,000 jobs in and around the U.K. gaming industry, according to new calculations by Tiga, the games lobbying body. The government will also benefit through receiving $831 million in tax receipts over the next five years, while the tax breaks being introduced in the current tax year will cost just $219 million — a net gain of $613 million — over the same period, says Tiga, which forecasts that U.K. games studios will make an extra investment of $319 million during that time.
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