Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 21, 2017
arrowPress Releases






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


 

Brandon Sheffield's Blog   Expert Blogs

 

Brandon is director of Necrosoft Games (follow @necrosoftgames or www.necrosoftgames.com), cloistered editor of Zam.com, editor of the Game Career Guide, former editor of Game Developer magazine and Gamasutra, programmer of the Game Career Seminar at GDC and advisor to multiple conferences and competitions, including GDC, CEGC, Digital Dragons, Reboot, and Sense of Wonder Night at TGS. Currently working on Gunsport (among others) www.gunsport.tv.

 

Expert Blogs

Posted by Brandon Sheffield on Sun, 15 Jan 2017 09:36:00 EST in Business/Marketing, Design, Production, Indie
Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.


Can taste be learned and acquired? I think you can and should learn to discern your own sense of taste, if you want to make compelling media.


Posted by Brandon Sheffield on Mon, 12 Sep 2016 02:20:00 EDT in Business/Marketing, Design, Production, Indie
Japanese game director Swery has become a Buddhist monk. What does this mean for his games? What does becoming a monk even entail? Gamasutra finds out.


Posted by Brandon Sheffield on Wed, 07 Sep 2016 07:25:00 EDT in Business/Marketing, Design, Production, Indie
As the role of publishers changes, how useful are they really, for indies? And which publishers can actually do effective marketing these days?


Posted by Brandon Sheffield on Tue, 30 Aug 2016 11:50:00 EDT in Business/Marketing, Design, Production
The original Street Fighter just turned 29. Does anyone remember it? Does anyone care? We decided to ask a bunch of game developers to find out.


Posted by Brandon Sheffield on Mon, 22 Aug 2016 01:52:00 EDT in Business/Marketing, Design, Production, Smartphone/Tablet
I spent several months among the high rollers in a free to play game. Here's what I learned from swimming with the whales.



Brandon Sheffield's Comments

Comment In: [Blog - 01/15/2017 - 09:36]

Thanks And we often do ...

Thanks And we often do

Comment In: [Blog - 01/06/2017 - 10:11]

First, congratulations on actually getting ...

First, congratulations on actually getting the thing out, because that 's a feat in itself. But having read the postmortem, I would add a few more things to the advice column: r n r n1 Don 't make a deal for 25k if you can 't make the game for ...


Comment In: [Blog - 09/07/2016 - 07:25]

All great points And of ...

All great points And of course this all assumes the developer themselves are competent, able to hit deadlines, and communicate well with the publisher, because loads can go wrong on the developer end too, obviously. r n r nAnd as you say, most devs don 't have the time to ...

Comment In: [Blog - 08/30/2016 - 11:50]

Tristan, I edited the piece ...

Tristan, I edited the piece to reflect this. I would love to eventually get some proper confirmation on this, since those anecdotes are based on memory

Comment In: [Blog - 08/22/2016 - 01:52]

It was a combination of ...

It was a combination of these things: r n1 lack of new content/things to do, even as we knew the chinese version had lots of new stuff pets r n2 new game events got infrequent i.e. currency discounts, boss rushes, etc r n3 lack of new players, which for better ...