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James Coote's Blog


Founder and game developer at Crystalline Green Ltd.

You can follow me @JamesACoote


Member Blogs

Posted by James Coote on Mon, 08 Sep 2014 12:45:00 EDT in Design, Console/PC, Serious, Indie
Experiments and experiences of using eye tracking technology from the recent Rolling Eye game jam

Posted by James Coote on Wed, 09 Apr 2014 06:22:00 EDT in Design, Serious, Indie
Exploring social awkwardness through games

Posted by James Coote on Thu, 30 Jan 2014 09:00:00 EST in Business/Marketing, Console/PC
Nintendo plan to create a new "Quality of Life" platform. But what sort of things can a games company like Nintendo bring to the world of fitness and healthcare, and why should we, as an industry, care?

Posted by James Coote on Mon, 16 Dec 2013 10:05:00 EST in Business/Marketing, Production, Console/PC, Indie
My impressions of the id@london event for Xbox One indie developers

Posted by James Coote on Mon, 09 Dec 2013 06:26:00 EST in Business/Marketing, Production, Console/PC, Indie
As next gen consoles vie for supremacy, the debate over which is "most indie friendly" has become corrosive and unhealthy. They all have their pros and cons

Posted by James Coote on Wed, 09 Oct 2013 06:08:00 EDT in Business/Marketing, Console/PC, Indie
Sony court indies and set out self publishing "the playstation way" at their Developer Open Day in London

James Coote's Comments

Comment In: [News - 11/24/2014 - 09:40]

Sometimes it 's not enough ...

Sometimes it 's not enough to be innovative in just the game mechanics or functionality. The business model, production processes, marketing are all interconnected, and have to adapt to support the new, exciting stuff being done in-game. For Driveclub, as Nick Harris above suggests, by slowly rolling the game out. ...

Comment In: [News - 11/14/2014 - 06:46]

Depends on the region. In ...

Depends on the region. In Europe, digital is significantly more expensive, whereas in the US, it 's pretty much on a par: r n r n r n r n

Comment In: [Blog - 11/14/2014 - 01:59]

A lot depends on what ...

A lot depends on what you 're building in game, and balancing the cycle time of the game world. If 9 months into a 1 year project, the game apocalypse levels all your hard work, you won 't find many willing to sink another year into the game to try ...

Comment In: [Blog - 11/04/2014 - 08:03]

Sorry, but I disagree with ...

Sorry, but I disagree with your initial design premise. r n r nSoon as you say something like, it 's like Advance Wars, but , or it 's a Rogue-like, but you subconsciously have 95 of the design decisions made for you. Worse, if you try to break out of ...

Comment In: [News - 10/21/2014 - 12:41]

I 've been using stuff ...

I 've been using stuff like indiecade and IGF as deadlines. Or events latest being gamecity festival , where it 's a case of having a stable build ordinary unforgiving non gamedev people can play.

Comment In: [News - 10/13/2014 - 03:10]

Not sure the idea of ...

Not sure the idea of a cooperative works. You end up with indies judging other indies on the relative worth of their games, when deciding how much marketing support to give them, which to show at an event, which you tweet about more, which you spend on making a trailer ...