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September 15, 2014
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Andrew Pellerano's Blog

 

I design and program cross platform free to play games.

My profile has to be at least 100 characters in length.

 

Member Blogs

Posted by Andrew Pellerano on Mon, 16 Jun 2014 10:51:00 EDT in Design, Console/PC, Indie
Game options can be dangerous when they provide too much control to your player base. It gives them the tools they need to subvert your design intentions.


Posted by Andrew Pellerano on Mon, 31 Mar 2014 09:49:00 EDT in Business/Marketing, Design, Indie, Smartphone/Tablet
Why is game cloning on the rise? Commodity game designs continue to be released as stand-alone games without the proper clone protection. In this article we'll talk about what it means to be a commodity game design and what to do if you've made one.


Posted by Andrew Pellerano on Tue, 17 Sep 2013 12:35:00 EDT in Business/Marketing, Design, Console/PC, Social/Online
First we'll dispel the most common League of Legends misconception and then go into detail on all the things they're doing right. If you want to know how to properly use LoL's monetization model, keep reading.



Andrew Pellerano's Comments

Comment In: [Blog - 09/01/2014 - 06:37]

F2P and Paid are both ...

F2P and Paid are both valid routes for a game to take, but it has to be designed from the ground up with one or the other in mind. Conversions never work out because the heart of a game 's design is tied so tightly with its payment model. r ...

Comment In: [Blog - 08/28/2014 - 08:37]

Auto-play makes sense when: r ...

Auto-play makes sense when: r n1 the players care more about your meta-game than your core game, and r n2 your core game isn 't interesting enough to hold their attention. r n r n I am speaking about auto-play while the player is actively engaging with the game, not ...

Comment In: [Blog - 07/09/2014 - 12:45]

I disagree with even framing ...

I disagree with even framing the discussion in terms of multiple quality tiers. Going back to the time-per-dollar metric, all F2P is doing is layering a game 's complexity such that it buckets similar players together at a given depth. Similar in strategic understanding, time commitment, whatever. The deeper you ...

Comment In: [Blog - 07/02/2014 - 08:39]

The discussion about how viable ...

The discussion about how viable fast following can be is really just a discussion about the benefits of being first to market. r n r nWith respect to being first to market there isn 't much difference between mobile platforms and any other platform, so I will argue that fast ...

Comment In: [Blog - 06/25/2014 - 03:24]

I played this game today ...

I played this game today and it is very well done I think another interesting angle for an article would be to start with this premise: r n r nIf you sent Shovel Knight back in time to the 80 's, what would its design innovations be in that time ...

Comment In: [Blog - 06/16/2014 - 10:51]

Good summary, I like your ...

Good summary, I like your version too outside of the obvious bias toward your playstyle. I still don 't feel that TowerFall in its current form makes a very good game as a Shooter so I am not as willing as you to give it equal footing in a discussion. ...