~/panel

Fireside Chat with Liz Pate,

name:Liz Pate
links:none on file
slides:none on file

Tripwire explains the COO role as the executor of the CEO vision and outlines concrete studio practices: company size ~110–115, prefer producer at 8–12 and ops/finance/HR by ~35–50, use a resource manager for multi-project scheduling, and favor buying a backend service instead of building one. Tripwire Presents acts as a publisher offering funding, QA, localization, marketing and platform support (PC/PlayStation/Xbox/Switch), works primarily in Unreal but accepts Unity, and uses UX consultants and closed betas to validate designs.

AI-written summary · about

  1. 0:00Start
  2. 0:33Liz Pate
  3. 1:29What Is the Ceo Focus on
  4. 6:23Samurai Jack
  5. 6:43Aqua Teen Hunger Force
  6. 19:00How Large Is the Team
  7. 25:40What Is a Reasonable Way To Grow a Team
  8. 30:55Making the Leap from Being a One Game Studio To Grow into a Two-Game Studio
  9. 32:38Release Cycles
  10. 35:57What Are Your Goals for Wanting To To Start Up a Studio
  11. 39:48Experience that Tripwire Had as a Developer Informed What Their Philosophy Was as a Publisher
  12. 42:29Looking for Games To Publish
  13. 44:36How Does Someone Become Sort of a Contractor That Would Work with Tripwire
  14. 48:19What Lessons from Development Are You Bringing to the Publishing Arm
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