When is what? When is how?
How not defining responsibility can sink a great studio.
How independent developers tend to start at the wrong end of marketing, and a more structural way of thinking about marketing.
Why is getting a pitch right so difficult for many game developers? It's because they believe they're supposed to pitch a game when in reality, they're not. Let me explain.
A simple design exercise to help you understand what you're making, and what in your work contradicts it.
The goal is to make you more equipped to deal with the challenges of the games industry, and myself obsolete.