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David Canela's Blog

 

Hi, I'm a game and audio designer from Switzerland/Spain. In a previous life I worked in the legal field, but then decided creating rules that bring people joy could be even more fun than working with the rules of society ;) When I'm not doing contract work in the audio field (sound effects and music), I currently work on my own game called Modsork.

 

Member Blogs

Posted by David Canela on Mon, 18 Apr 2016 01:18:00 EDT in Design, Production, Console/PC, Indie
Recently, I've prioritized unusual things such as menus & a tutorial over developing gameplay features or producing content. Here I explain how and why my approach of taking the game to as many game shows as possible drove these decisions.


Posted by David Canela on Tue, 13 Oct 2015 01:29:00 EDT in Business/Marketing, Indie
Thoughts and learnings on showing your game at game events, based on experiences from various game expos in the last 6 months, from a one-man studio's perspective. Topics: Should you even go?; Preparation; Booth Design; During the Show; Aftermath;


Posted by David Canela on Mon, 27 Apr 2015 11:47:00 EDT in Business/Marketing, Console/PC
There is cultural value in a healthy, open and free mod scene. Will the addition of easy monetization routes somehow harm the modding community? I'm optimistic that it'll turn out fine, even if there will be casualties.


Posted by David Canela on Wed, 21 Jan 2015 12:55:00 EST in Design, Console/PC
A critical look at some of DA:I's menus (on PS4) and how they're accessed, along with ideas how they could be handled differently. Focus lies on 1) unresponsiveness of character switching inside menus and 2) the crafting/modification menus.


Posted by David Canela on Mon, 03 Nov 2014 03:43:00 EST in Audio, Console/PC
Some thoughts on the music and ambiences of Dark Souls. The structure of when to play music, and what kind, can be an opportunity to reinforce an underlying theme of a game. This post is originally from my personal blog at david-canela.com/blog.



David Canela's Comments

Comment In: [Blog - 06/28/2016 - 02:07]

I really don 't know ...

I really don 't know much at all about how Steam 's and other keys are generated, but what baffles me the most about this issue is that we can generate unique game keys, yet somehow it 's not possible to attribute them to a specific purchase. r n r ...

Comment In: [Blog - 04/18/2016 - 01:18]

Thanks, I 'm glad you ...

Thanks, I 'm glad you enjoyed it. That is per se a nice idea In my case, those squares however correspond to the player avatars for lack of a better word in the game, so altering their shape would weaken that connection. But going in a similar direction, I could ...

Comment In: [Blog - 03/31/2016 - 07:15]

I think it 's great ...

I think it 's great that you take the time to explain your stance. If I understand you correctly, it 's mostly because of the perceived lack of support while she was getting harassed, and less so about her getting fired. That seems like a valid position to take. r ...

Comment In: [News - 03/17/2016 - 08:01]

The speeding analogy doesn 't ...

The speeding analogy doesn 't quite fit: I 'm arguing lack of diversity is only an issue as a sum of the individual games. Speeding on the other hand is not an issue because lots of people do it, every individual instance of it creates a traffic risk. That 's ...

Comment In: [News - 01/29/2016 - 04:02]

Many people prefer watching 2D ...

Many people prefer watching 2D movies over 3D movies now because of the uncomfortable glasses, even though 3D is more immersive. VR is like that, only more exaggerated. r n r nI disagree with this statement. 3d movies are less immersive, because the effect just isn 't anywhere near good ...

Comment In: [News - 10/16/2015 - 04:03]

Saw it at EGX in ...

Saw it at EGX in the Leftfield Collection and loved it