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December 10, 2016
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Brian Bartram's Blog

 

Game designer, futurist, and digital nomad.  Easily excited by game concepts that have applications beyond entertainment.  

 

Brian Bartram's Comments

Comment In: [News - 11/04/2014 - 04:07]

If I didn t have ...

If I didn t have to use the word monetize ever again, I d be happy she said. r n r nEvery one of your points resonated with me, Caryl. Especially that one.

Comment In: [Blog - 09/17/2014 - 06:16]

Thanks for sharing I 'm ...

Thanks for sharing I 'm a working dev who tries to devote some spare time to creating my own games and I 'm expecting my first child next week. It 's heart warming to read your story and get a glimpse of my own future. I volunteer teaching kids game ...

Comment In: [Blog - 08/12/2014 - 12:56]

Excellent article. I 'm glad ...

Excellent article. I 'm glad that you gave concrete examples. I 'm always concerned when the subject is brought up and relevant, concrete examples aren 't provided because, in my experience, it 's easy for the male audience to have a blind spot for what is very obvious to women ...

Comment In: [Blog - 08/02/2014 - 09:30]

NGUI is great for UI ...

NGUI is great for UI in my experience http://www.tasharen.com/

Comment In: [Blog - 08/01/2014 - 01:53]

I think you nailed concise, ...

I think you nailed concise, accessible, and actionable here, Curtiss - this is a great read. It really bothers me to come across analyses of game design that are vague to the point of useless or hide the message behind terminology that even a college grad has to look up ...

Comment In: [News - 07/25/2014 - 08:08]

Mad respect for: Vander Caballero ...

Mad respect for: Vander Caballero and the team at Minority Media for creating Papa Yo. Cellar Door Games for their tenacity that led to Rogue Legacy. Brendon Chung / Blendo Games for Thirty Flights of Loving. r n r nOn a personal note, my mentors: Stone Librande, Wright Bagwell, Tom ...