I have started working in the mobile gaming industry in 2007, as a game programmer. I have since worked in programming, game design and project and team management. I have become a game producer officially in 2011, after being team leader for 2 years. My game producer position still consists of all the areas mentioned above. It's a great mixture where the management part is my top priority, but it still gives me some of time for my technical and creative sides also.
I have seen my share of industry changes. I started with J2ME phones. I witnessed the rise of the iPhone and other smartphones. I wondered "what the hell?" when tablets came around. I double wondered when mini-tablets were announced. I got positively shocked when I saw the first phablet. I applauded when in-app purchases were announced. I worried when the freemium market started to emerge. I cried when I looked at the sea of clones that the mobile gaming space has become.
Yet I remain confident that games can be art. Can be, but most of the time aren't. I hope one day I'll have the honour of someone declaring one of the games I've worked or will work on to be art.
In detail analysis of the social media outreach from all channels where our game Life Pictures was announced.
This post describes my process for designing games, with practical tips that can be useful to junior game designers. The main takeaway is that game designers should be much more than the "idea guys".
In his paper, Jonathan Frome describes 2 player roles and 4 emotion types. I present them in my own interpretation and make a case study on how the model applies to Bloodborne.
Obsessively trying to make anything you work on better, in any sense of the word, can have worse consequences than you think.
When we feel overwhelmed, usually our work efficiency drops considerably. One of the best things to start with is to organize our work, no matter how much of it you have.
[News - 05/10/2016 - 04:04]
Great article with a lot ...
Great article with a lot of wisdom and a very balanced look at what crunch is. r n r nIn a sea of don 't do crunch because it 's bad articles, it 's a really welcome change having someone analyze things for what they are, not what they should ...
[Blog - 12/01/2015 - 01:41]
Thankfully I wasn 't the ...
Thankfully I wasn 't the one the question was being addressed to, it was at an event and I was in the crowd giggling.
[Blog - 08/25/2014 - 06:39]
[Blog - 07/23/2014 - 03:57]
Thank you for the read ...
Thank you for the read But more importantly thank you for this amazing sharing. You 've put it in better words than I did: in the end it 's about compromise. r n r nWhat I 'm most impressed with is this: But I 've learned to roll with those ...
[News - 07/28/2014 - 10:01]
Ian, I don 't think ...
Ian, I don 't think you should hold off your announcement just for this reason. r n r nSome people don 't understand how a company works or have unrealistic expectations. For me, if I buy a game on Early Access it means both that I want to play it ...
[Blog - 07/14/2014 - 02:42]
It 's so nice to ...
It 's so nice to see a Lights Out game on Gamasutra. I made one of these - Athena 's Trials - with an artist co-worker and released it about 2 years ago, for 0.99 . In case you want to see some screens or trailer: http://www.pixel-fiction.com/ r n r ...