Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 19, 2014
arrowPress Releases
April 19, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM TechWeb sites:


 

Andy Gainey's Blog

 

Independent game designer, professional software engineer, amateur philosopher, hobbyist drummer.

experilous.com
twitter.com/AndyGainey

Education:  B.S. in Computer Science; B.A. in Philosophy

Interests cover all aspects of game development, but with a focus on game design and programming.

 

Andy Gainey's Comments

Comment In: [Blog - 02/24/2014 - 12:10]

Yup, I agree that it ...

Yup, I agree that it 's useless, harmful even, to label games and gamers as hardcore or casual. But I still find some value in the distinction, similar to how I find value in the classifications from the Bartle test of gamer psychology. r n r nAs a game designer, ...

Comment In: [Blog - 01/28/2014 - 08:59]

Same boat. I 'd say ...

Same boat. I 'd say your social recommendations are spot on, and I 've been attending a game dev meetup, a young entrepreneurs meetup, and getting together with friends on a regular basis to try to maintain the benefits of good social interaction. r n r nOn the non-social side ...

Comment In: [Blog - 01/05/2014 - 04:21]

The difference between intrinsic and ...

The difference between intrinsic and extrinsic rewards reminded me of post-purchase rationalization: Paying for something biases people toward feeling justified in the purchase surely there must have been a reason for paying r n r nWhen the reason is obvious, as with extrinsic rewards, especially financial compensation, then the mind ...

Comment In: [Blog - 12/08/2013 - 11:25]

When we loose the flow, ...

When we loose the flow, we switch to another activity. r n r nThis sentence turned out to be curiously self-referential for me, validating its truth in the process: As soon as I saw the misuse of the word loose , I lost the flow and switched to another activity ...

Comment In: [Blog - 12/04/2013 - 01:24]

Indeed. To extend the wall ...

Indeed. To extend the wall of pain metaphor, dumbing a game down is simply like making a shorter wall. Why don 't we strive for stairs instead Each individual step is easily manageable, but the ultimate heights i.e., gameplay depth and player skill are significant. r n r nEven better, ...

Comment In: [Blog - 12/04/2013 - 06:40]

One of the first things ...

One of the first things I did just a couple of weeks ago when preparing for my recent move to full time independent development was to create my Twitter account @AndyGainey , thanks to advice like this. I 'm not expecting anything huge from it immediately I 'm presuming that ...