Author: Jim Gindin

  • Front Office Football Eight Released

    Front Office Football Eight, the eighth version of our popular professional football simulation for the PC, was released this afternoon. The new version of Front Office Football includes dozens of new features, designed to enhance your simulation experience. This is our most ambitious new product to date, and you’ll find it a much more realistic […]

  • Front Office Football Eight News

    After probably the longest and most intense development cycle of my career, I feel confident in announcing the pending release of Front Office Football Eight. When, you might ask? I’m hoping it will be out on Steam on Wednesday. But that will be up to them. I will submit a final build by Monday morning. […]

  • Renegotiations in Front Office Football

    One of the most important pieces of Front Office Football is managing your roster under the rules of the salary cap. I’ve chosen to simulate key elements of the NFL Collective Bargaining agreement, but I don’t expose the full agreement because the details require each team to employ a full-time assistant in real life. Holding […]

  • House Rules

    House rules refers to set of rules used in a game that only applies to games run by a specific person or organization. In a game like Front Office Football, league commissioners may set their own league rules. These rules are well known, and the commissioner has the authority to enforce these rules. An ideal […]

  • The Process of Adding New Features

    Sometimes, when developing Front Office Football, I spend a day or maybe a little more going through my notebook of ideas for small new features. Today has been one of those days. This year, all the preseason buzz has been about the National Anthem, it seems. And apparently, EA Sports has the same type of […]

  • Responses to the Chemistry Question

    Last week, I asked for commentary about the optional chemistry system within Front Office Football. I know most multi-player leagues use it, but it’s not a perfect system. I received quite a few replies, which I’ll discuss in this article. I was going to include people’s names with this discussion. No one objected, but I […]

  • Chemistry in Front Office Football

    Ages ago, I forget which version of the game, I added the team chemistry model to Front Office Football. When designing the feature, I tried to stay true to the fundamental piece of advice my “mentor” in game development offered when I was starting out in this business. “Create the game you want to play.” […]

  • Taking the Temperature at NFL Games

    As I continue with the development of Front Office Football 8/2016, I’m taking a long look at the effect of weather in the NFL. The preliminary piece of this study is a limited look at points scored in various conditions. Later, I’ll get into how statistical results are affected, particularly in the passing game. It’s […]

  • The Offense is Blowing in the Wind

    A big part of moving the FOF8/2016 release to next year means a more thorough refinement of the game engine. This means I can spend some more energy right now on my favorite pastime: playing with spreadsheets. Lately, I’ve been taking a look at the weather. I’ve compiled weather data for the last six seasons. […]

  • Good as Gould?

    The Chicago Bears were hosting San Francisco two weeks ago. The game was tied with two seconds left in regulation. Robbie Gould, the Bears’ kicker since 2005, set up to try a 36-yard field goal. “Good as Gould,” Bears fans like to say. He’s one of the most accurate kickers in NFL history – 10th […]