Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 23, 2014
arrowPress Releases
September 23, 2014
PR Newswire
View All





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


 

Glen Cooney's Blog

 

Lead Designer and Producer for Terrachanics, a mobile puzzle game created for the U.S. Department of Energy. Having overcome some major challenges in his life and career, he is intent on drawing as many lessons from the experience as possible and share his insights with the game developer community.

 

He currently lives in the Boston area and is actively seeking to line up his next game project.

portfolio: glencooney.com

twitter: @Transplanar

 

Member Blogs

Posted by Glen Cooney on Fri, 12 Sep 2014 07:50:00 EDT in Design, Production, Serious, Indie, Smartphone/Tablet
In Part 2, I discuss the specifics of our production process, and the lessons learned along the way. Contending against steep internal and external challenges, we managed to bring the game to Google Play.


Posted by Glen Cooney on Wed, 10 Sep 2014 08:32:00 EDT in Design, Production, Serious, Indie, Smartphone/Tablet
A personal postmortem on creating a mobile title for the U.S. Department of Energy while battling depression. Part 1 sets the stage for the circumstances entering into the project.


Posted by Glen Cooney on Tue, 07 Aug 2012 04:53:00 EDT in Design, Console/PC, Indie, Social/Online
What if the drama of Game of Thrones was made into a multiplayer video game? I examine this question by looking at how several recent board games have gone beyond getting players playing together into actually telling compelling stories.


Posted by Glen Cooney on Sun, 06 May 2012 03:04:00 EDT in Design, Console/PC, Social/Online
Emotional pandering, or heartfelt exploration of the human condition? I examine the power of emotion-driven narrative, alongside other forms of engagement, and how to maximize your hordes of dogmatic fans while keeping the haters to a minimum.


Posted by Glen Cooney on Fri, 06 Apr 2012 05:43:00 EDT in Design, Console/PC, Indie, Social/Online
Are exploits really so bad? Is iteration just a tool for fixing problems, or can it help us find new solutions? I examine these questions by taking a look at the exploits of Warcraft III alongside the ever elusive phenomenon of the "Ascended Glitch".


Posted by Glen Cooney on Sun, 11 Mar 2012 05:16:00 EDT in Design, Console/PC
Is Skryim a game about loot or exploration? I discuss how the mechanics of Skyrim fail to support the breadth and size of the game, and steps designers can take to avoid design dissonance and make players feel like your game is worth their time.



Glen Cooney's Comments

Comment In: [Blog - 09/12/2014 - 07:50]

Thanks Thomas r n r ...

Thanks Thomas r n r nWhen it comes to the dark side of volunteers, the biggest lesson I 've learned is that intention is not enough. Going the humanitarian route as I tried to do can work, but you really need to be deliberate in your actions and be willing ...

Comment In: [News - 02/08/2013 - 01:18]

@ Brion r n r ...

@ Brion r n r nI think you are looking at what constitutes good story a bit narrowly here. For visual media movies and video games , the story is told through more than just the dialog, but through the art style, music, and in the case of games the ...

Comment In: [Blog - 05/11/2012 - 09:39]

I think he makes some ...

I think he makes some valid points in his review there, and it does bring up some interesting questions. Obviously, speaking purely in terms of sales, a game that is good and accessible is the best a developer could hope for. But if a game has more of a niche ...

Comment In: [Blog - 05/06/2012 - 03:04]

What you are talking about ...

What you are talking about is a whole other beast entirely. The whole are game 's art debate. I plan on weighing in on that myself in a future post, but it 's not what I was going for here. r n r nI don 't think lore in WoW ...

Comment In: [Blog - 04/06/2012 - 05:43]

Ah, my bad. Thought I ...

Ah, my bad. Thought I saw Vedic mentioned in there somewhere. Thanks for the correction

Comment In: [News - 04/06/2012 - 03:29]

I definitely agree that it ...

I definitely agree that it is better to limit player choices in most cases, and that those choices should be made both interesting and feel appropriately weighty. r n r nI got into a discussion over one of my other blog posts talking about how, in my opinion, Deus Ex: ...