Ethan Levy is a 10 year veteran as a game developer and simply lives for making games which bring joy to players’ hearts. Starting at the ground level as an intern and tester at Pandemic Studios working on Star Wars: Battlefront, he has contributed to over 20 shipped games in almost every role. While working at casual game publishers PlayFirst and iWin, he worked as a producer, designer, external consultant and metrics analyst on a variety of titles including Jewel Quest Mysteries and the Diner Dash/Wedding Dash series.
In 2008, he joined Electronic Arts’ Office of the chief creative officer working for Rich Hilleman before becoming EA2D’s first employee. At the studio, he has led the development of Dragon Age Journeys, Dragon Age Legends and Dragon Age Legends: Remix 01 as Game Producer. In 2011, the studio became BioWare San Francisco, and Ethan helped shepherd the studio through the transition and kick off the development of a new game in the BioWare family as Design Manager. In spring of 2012, he left EA to co-found Quarter Spiral. Ethan has worked on games that have appeared on every platform, including console, handheld, mobile, tablet, browser and social network.
I expand on my talk for the Indie Soapbox Session at GDC about a common pattern in development I call the Indie Shame Spiral, and present my methods for reclaiming your momentum when you find yourself dragged down by your lack of progress.
Fans are in arms with the new Dungeon Keeper F2P game. Despite this reaction, the game is performing on the top grossing charts. F2P expert Levy looks at the forces driving DK backlash, and what if anything this means for the future of F2P games at EA.
After conducting a survey of 1,400 gamers on their game playing and purchasing habits, F2P consultant Levy explains how marketers and indies can use the findings and Big Data tactics to sell their games
After teaching his Grandmother some of his favorite mobile games, monetization design expert Levy discovered that even he would be in favor of an IAP off switch in mobile games as a method to put more control in the hands of the players.
F2P expert Levy explains the importance of understanding how different player types enjoy different games. He presents the 4 pleasures model as a mental framework for gaining a holistic understanding of players and the pleasures they derive from play.
Successful monetization design needs to be the responsibility of all members of the game team. A thoughtful game design process - like the one proposed in this post - is a tool for ensuring that monetization is integrated into the design from day one.
[Blog - 03/20/2014 - 01:27]
[Blog - 02/10/2014 - 07:34]
Thank you for taking the ...
Thank you for taking the time to write such a long and detailed comment. I feel like it should be it 's own post. Maybe you should start a Gamasutra blog of your own with this comment as the foundation for your first article.
[Blog - 12/17/2013 - 02:46]
[Blog - 10/30/2013 - 05:11]
The launcher alone is just ...
The launcher alone is just one piece of the overall first time user experience puzzle. As you say the new player gets hit with immensely complex game with one of the steepest learning curves in the mainstream gaming right now. Although this problem cannot be fixed it can certainly be ...
[Blog - 10/18/2013 - 10:39]
Thank you for the response ...
Thank you for the response s , I appreciate the discourse. r n r nTo be fair, it wasn 't title alone, it was also icon and game description text, which are likely up to the game developer or their marketing department if they have one . As game devs ...
[Blog - 09/27/2013 - 01:23]