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Archive for the ‘Gaming Industry’ Category

Industry vet Garry Tucker

Monday, July 4th, 2011


Industry vet Garry Tucker has founded Eightbyte, a London-based financial services firm specifically focused on the needs of independent game developers. Tucker, who has held senior positions in publishing at Take-Two, Virgin Interactive, Activision and Acclaim, and was finance director at Kuju Games, says Eightbyte will help position indies to innovate.

Survives and evolves by bring new creative ideas to market, and independents are best positioned to generate that innovation — if they survive and thrive,” Tucker says. “Eightbyte will work with companies who want to survive, and who want to be profitable.”

Among the specific services offered are cash flow planning and management, business planning and performance indicators, and purchase and sale due diligence.

Eightbyte says it will offer support to indies in creating credibility for their financial forecasts to assist in fund raising, and will offer both financial and commercial mentoring for critical business skills. It will also offer outsourced back-office financial services like payroll, bookkeeping and management accounts.

Eightbyte will address UK companies initially, but says it is positioned to expand its services to other regions in time.

.Reference resource: Click Here.

Gaming Diversifies

Friday, July 1st, 2011


Gaming is no longer just for teenagers — it’s entertainment for everyone. The gaming industry is not an exclusive club for large game developers, publishers and console manufacturers. Not any more. You too are invited.

The Internet has reinvented gaming, and now gaming is reinventing the Internet. Over the past 10 years, the Internet and gaming industries have enjoyed a symbiotic relationship, feeding each other new ideas and business models.

For instance, MUD (multiuser dungeon) games are not only the precursors of MMORPGs (massively multiplayer online role-playing games) such as “World of Warcraft” and virtual-world or alter-ego games such as “Second Life,” but they also embody many elements of a social network.

Nowadays it’s getting difficult to distinguish a game from a social network and vice versa, and virtual-world games such as Second Life are blurring the lines even further. Since these games are about virtual “realities,” anything that happens in the real world can happen in the game.

.Reference resource: Click Here.