Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
April 24, 2014
PR Newswire
View All
View All     Submit Event





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


 

Chris Sykora's Blog

 
 

Chris Sykora's Comments

Comment In: [Feature - 06/21/2011 - 04:20]

If something is logical, it ...

If something is logical, it should be technically sound. Right I don't want to collapse a fantasy world but at one point game design loses its magic becomes all about the numbers and in some cases becomes just a job. It's not just I have this really cool idea for ...

Comment In: [News - 05/27/2011 - 06:04]

Wish we could see total ...

Wish we could see total number of game sales somewhere. :

Comment In: [Feature - 05/25/2011 - 04:20]

A seemingly negative achievement can ...

A seemingly negative achievement can be a metric on performance. N is a perfect example. Turn those lemons into lemonade.

Comment In: [Blog - 02/15/2011 - 02:03]

Sounds like you are doing ...

Sounds like you are doing it wrong. The rule of threes as referenced in the beginning have nothing to do with the planning stages of game development. And if thats not true, you break your rule by having four examples. There could be three simple things you want to achieve ...

Comment In: [News - 01/13/2011 - 03:04]

The article didn't specify but ...

The article didn't specify but eluded to bigger publisher or developers. I would have to disagree completely when regarding the indie community. I saw a huge shift coming back in 2007 and it is starting to pan out. Innovation is being crafted in the amateur communities. Those people will enter ...

Comment In: [News - 11/08/2010 - 03:07]

A franchise has to start ...

A franchise has to start somewhere.