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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.


twitter: @Transplanar


Member Blogs

Posted by Glen Cooney on Fri, 27 Feb 2015 03:53:00 EST in Design, Art, Serious, Indie, Smartphone/Tablet
Overcoming the challenge of making an abstract, serious game for mobile through intelligent theming, emotional appeal, and using UI to nonverbally teach your mechanics to your players.

Posted by Glen Cooney on Mon, 13 Oct 2014 02:11:00 EDT in Design, Console/PC, Indie, Social/Online
Seeing the embers of one of my favorite games of all time starting to burn again, I take a deep dive into Artillery's "Atlas," the upcoming RTS helmed by none other than Sean "Day[9]" Plott of Pro Starcraft and shoutcasting fame.

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.

Glen Cooney's Comments

Comment In: [Blog - 08/26/2014 - 04:50]

I tried a similar idea ...

I tried a similar idea a few years back as a school project. The problem is that skill point calculations in a tabletop game can be tedious and bog down the pace of the game. I would suggest a few different alternatives: r n Keeping AP costs very low like ...

Comment In: [Blog - 11/10/2014 - 02:16]

The most elegant system I ...

The most elegant system I 've come across is one where the target number for a die roll is calculated before the roll, and rolling low is better. r n r nBasically, before rolling, you take your skill value and add or subtract appropriate modifiers. You then make the roll ...

Comment In: [Blog - 10/13/2014 - 02:11]

Haha, to be fair, I ...

Haha, to be fair, I was like 10 years old at the time, and the version I bought was the Avalon Hill one. Seems like that one was simplified compared to other editions, and specifically targeted towards kids. Not sure that was the best move. r n r nI agree ...

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 ...