Gamasutra have posted yet another installment of their game development management articles entitled Manager In A Strange Land: Dead Zone. Here's a clip:
"The Dead Zone is my least favorite time in game development. It has neither the raw creativity of the design/planning/proof-of-concept stage, nor the straightforward push of the testing and bug-fixing endgame. If anyone out there has worked on an original title where there was no Dead Zone -- where the game showed steady, visible, bug-free progress as new levels and new missions and new features were brought to a shippable state, one after the other -- please write me and let me know how you did it."Find the full article here .
Check through the news archives to find links to earlier articles in this series
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