JANUARY 1998 GAME DEVELOPER MAGAZINE GAME PLAN What's Your .plan? EDITOR IN CHIEF Alex Dunne
[email protected] n Hollywood, reading an interview ty, and developer name recognition. MANAGING EDITOR Tor Berg is the most common way to find Undoubtedly, all of these factors trans-
[email protected] out about what's going on in a late in some way to increased sales. EDITORIAL ASSISTANT Wesley Hall whall@mfi.com star's life. Magazines such as People, At a personal level, authoring a .plan I EDITOR-AT-LARGE Chris Hecker Rolling Stone, Spin, and Interview are suc- can raise your personal stock — if it's
[email protected] cessful because the public wants to know written consistently and intelligently. CONTRIBUTING EDITORS Brian Hook what's going on with the people behind And building name recognition within
[email protected] the movies and music. There's a natural the industry and with customers Josh White
[email protected] curiosity about what projects they're cur- should be a high priority for anyone ART DIRECTOR Azriel Hayes rently working on and what's going on who's serious about making a name for ahayes@mfi.com in their personal lives. With the excep- themselves. ADVISORY BOARD Hal Barwood tion of the rare autobiography, however, A word of caution, however. Noah Falstein it's rare to get first-hand information Remember that what the .plan giveth, Susan Lee-Merrow from well-known stars. the .plan can taketh away. Those who Mark Miller That's not true in the game develop- forget to engage their brains before 4 ment industry.