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August 24, 2017
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Jennifer Canada's Blog

 

Blog home: www.impathystudios.com

Twitter: @impathygames

LinkedIn: www.linkedin.com/pub/jennifer-canada/7/162/510/

tldr; Game designer and producer, started in console, now gone indie and social casual. Founded Impathy Studios in 2013 to create unique and whimsical casual games. Active since 2004, past associations = Insomniac Games, Vicious Cycle Software, Gearbox, and SMU Guildhall. 

 

Member Blogs

Posted by Jennifer Canada on Sun, 28 Jul 2013 03:22:00 EDT in Design, Smartphone/Tablet
Climbing a ladder: why Tiny Tower is not a game and how it succeeds in spite of not providing 'fun'.


Posted by Jennifer Canada on Wed, 27 Mar 2013 05:38:00 EDT in Design
The NeverEnding Story as a parable for what can go wrong in the initial stages of video game design. (Hint: TNES gets it right!)



Jennifer Canada's Comments

Comment In: [Blog - 07/28/2013 - 03:22]

Great point It seems like ...

Great point It seems like as an industry, we 're very limited on our jargon to refer to things that are 'almost ' games. I hate to go to the catch-all of 'interactive experience ' because it 's so broad that it says nothing. 'Puzzle ', 'toy ', or maybe ...

Comment In: [Blog - 03/25/2013 - 04:16]

That definitely sounds like a ...

That definitely sounds like a pretty toxic working situation. As someone who 's been in the industry for a while, one of the most crucial lessons for any game developer to learn is how to handle it when your idea looses. It sounds like you 've done a great job ...

Comment In: [Blog - 03/27/2013 - 05:38]

Thanks, James And you make ...

Thanks, James And you make a great point about MMOs. They are definitely a special case when it comes to story creation. I think it 's spot on to say that stories in games need to relate to the mechanics and gameplay in the world in order to propel the ...

Comment In: [News - 09/17/2010 - 08:26]

Although I am worried about ...

Although I am worried about the loss in translation with regards to tone, I am more concerned about Ninja Theory's ability to mimic the incredibly sophisticated combat that a Devil May Cry game requires. Bayonetta managed it, but of course, they managed it because they employed a large subset of ...

Comment In: [Blog - 07/18/2010 - 11:07]

Although well written, I have ...

Although well written, I have to disagree with Xander's basic argument. A group of people can maintain a vision as well as one person provided they have sufficient communication skills. The best ideas and solutions come from collaboration and accepting input from everyone at a company. It takes many, many ...

Comment In: [News - 05/20/2010 - 02:00]

To echo the other comments ...

To echo the other comments here, yes, making games gender neutral isn't about making characters look asexual. It's about increasing the number of girls playing games. Which I think Billy Blanks would have realized if he'd given the article a fair shake. Looking at the research out there of which ...