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David Lindsay's Blog

 

Dave is the Lead Designer for City of Steam. He posts a journal of all the interesting designs he's done. I don't mind anyone using these ideas if it improves your game. Please feel free to read and run!

 

Member Blogs

Posted by David Lindsay on Wed, 23 May 2012 09:27:00 EDT in Design, Console/PC
A pre, during, and post feature blog: The original design, the developer diary, and the final result. What went right? What changed? What went wrong?


Posted by David Lindsay on Wed, 23 May 2012 07:26:00 EDT in Design, Console/PC
A foreword just about Dave, and how he came to found his own studio Mechanist Games in China.



David Lindsay's Comments

Comment In: [Blog - 02/28/2014 - 11:31]

I understand what you are ...

I understand what you are saying, but predicting how much money a user wants to spend on your product isn 't as easy as putting a price tag on something physical. A monetized IAP game isn 't just a product, it 's a vendor too. The customer can return and ...

Comment In: [Feature - 10/13/2010 - 04:40]

Very late to this party, ...

Very late to this party, but just wanted to add something many people have overlooked. r n r nOften the design team is willing to give a set of very comprehensive tools to the writers in order to sculpt an interesting story that can lead players through levels. In essence, ...

Comment In: [Blog - 03/13/2013 - 05:27]

Very late to the party ...

Very late to the party here, but have to say this is very helpful, and I believe will stand the test of time. Currently, the trend is to slap a story on a game idea in order to help the marketing effort, so many large studios will acquire intellectual property ...

Comment In: [Feature - 01/23/2014 - 02:00]

There is no way to ...

There is no way to conclusively prove discrimination, and employers won 't open themselves up to it. Legality doesn 't enter into it -the employer chooses the person with the most available time when he knows that extra hours are a certainty.

Comment In: [Blog - 02/06/2014 - 07:51]

Kinda makes you wonder how ...

Kinda makes you wonder how dark souls survived, as a long build-try-FAIL loop r n r nI prepare for hours, I try, I die, I rage quit... tomorrow I come back despite burning hatred, haha :-p

Comment In: [Blog - 02/04/2014 - 04:23]

It 's a tough ride ...

It 's a tough ride launching a game these days. Failure is in the destiny of almost every product. The market is saturated and extremely hostile. Nothing is guaranteed. r n r nA lot of companies rely on hard data from other titles that have worked in the past to ...