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Beyond Critical Paperback – April 13, 2012
| Keith Fuller (Author) Find all the books, read about the author, and more. See search results for this author |
Enhance your purchase
- Print length100 pages
- LanguageEnglish
- Publication dateApril 13, 2012
- Dimensions6 x 0.23 x 9 inches
- ISBN-101470031744
- ISBN-13978-1470031749
Editorial Reviews
From the Back Cover
Foreword by Scott Crabtree, Happy Brain Science
About the Author
Keith Fuller lives in Madison, Wisconsin with two fantastic daughters and a wife far more gorgeous than you'd expect a game developer to be seen with.
Keith began his video game career programming his Atari home computer in grade school, not too long after obtaining a high score of 103,000 on Pac-man (at the cost of approximately $2500 in quarters). Many years later after graduating from the University of Wisconsin-Milwaukee with a Computer Science degree he landed his first "real" job as a programmer at a small game company before moving to Raven Software in 1999.
After 12 years in AAA development shipping a dozen titles on eight platforms as a programmer, design manager, project lead, and producer, Keith started his own business, Fuller Game Production. As a production consultant he now works with game companies across the full spectrum of the industry, helping organizations of all sizes improve their leadership, studio management, and production practices.
Product details
- Publisher : CreateSpace Independent Publishing Platform (April 13, 2012)
- Language : English
- Paperback : 100 pages
- ISBN-10 : 1470031744
- ISBN-13 : 978-1470031749
- Item Weight : 7.2 ounces
- Dimensions : 6 x 0.23 x 9 inches
- Best Sellers Rank: #796,373 in Books (See Top 100 in Books)
- #1,679 in Video & Computer Games
- #1,989 in Computer & Video Game Strategy Guides
- Customer Reviews:
About the author

Keith Fuller lives in Madison, Wisconsin with two fantastic daughters and a wife far more gorgeous than you’d expect a game developer to be seen with.
Keith began his video game career programming his Atari home computer in grade school, not too long after obtaining a high score of 103,000 on Pac-man (at the cost of approximately $2500 in quarters). Many years later after graduating from the University of Wisconsin-Milwaukee with a Computer Science degree he landed his first “real” job as a programmer at a small game company before moving to Raven Software in 1999.
After 12 years in AAA development shipping a dozen titles on eight platforms as a programmer, design manager, project lead, and producer, Keith started his own business, Fuller Game Production. As a production consultant he now works with game companies across the full spectrum of the industry, helping organizations of all sizes improve their leadership, studio management, and production practices.
Please feel free to follow Keith on Twitter (@someproducer), send an email with your thoughts on this book (keith@fullergameproduction.com), or subscribe to the monthly Fuller Game Production newsletter (www.fullergameproduction.com).
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Given its title and the experience of its author, I was really hoping this book would fit the bill. Unfortunately, it doesn't even come close. It's very short (barely more than pamphlet-sized), amateurish, scattered, and disorganized.
The book is a collection of blog posts, and that's exactly how it reads. The book is full of "asides" and personal anecdotes that do very little to add to the whole (... "the American and Canadian members of the merged company got together (in sunny Orlando ... Brian is such a good boss. Need a production for your next offsite, Brian?)").
I would also have to argue with a few of the points made in the book. For example, the best current management research *does* clearly indicate that financial rewards are a major factor in employee motivation. It's one thing to make clear that dangling financial incentives in front of employees can be demotivating, or to emphasize that the way in which financial incentives are presented has to be undertaken extremely carefully, but it's essential not to discount this factor entirely.
The tiny book is filled with small highlight boxes that take up a big part of each page, and which either irrelevant ("Interesting piece of data #1", "Interesting piece of data #2", "TOOLS. There. I said it.") or painfully obvious ("Keep your business needs in mind.")
There's very little here that isn't covered better in other books on management, or that's not obvious to anyone who's spent more than a few years in the game industry. It's not nearly worth the $9 price tag.
It's depressing that this sort of thing might be what represents the cutting edge of the industry's thinking on leadership and management.
(Full disclosure, I've Met Keith before and we have corresponded since.)
This isn't a one-stop book on leadership in game companies - it's more of a starter pack for many important conversations that should be happening regularly around your office and throughout your studio.
The content is pulled from blogs written by Keith in the past - as such it reads more like book of essays rather than a contiguous narrative. In a sense this makes it a great fit for pick-up and read for fast paced lifestyles like those of us working in the games industry are known to have.
I recommend this book and the follow up research the book encourages you to seek out.
Nick Laing
https://www.linkedin.com/in/nicklaing/en
