Brandon Sheffield's Blog
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.
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.
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.
As the role of publishers changes, how useful are they really, for indies? And which publishers can actually do effective marketing these days?
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.
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
[Blog - 01/15/2017 - 09:36]
[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 ...
[News - 12/19/2016 - 01:25]
[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 ...
[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
[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 ...