Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 25, 2017
arrowPress Releases






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


 

Joseph Kim's Blog   Expert Blogs

 

Mobile game development philosopher.

Chief Product Officer at SEGA Networks.

Blog: www.gamemakers.com

Twitter: @jokim1

Instagram: https://www.instagram.com/jokim1/

 

Expert Blogs

Posted by Joseph Kim on Wed, 08 Feb 2017 09:45:00 EST in Business/Marketing, Production, Indie, Smartphone/Tablet
Determined optimists are Winners who are necessary to have successful teams.​ In this post, I argue that there are three types of team members: Winners, Warners, and Whiners. What are the characteristics that define a Winner? Why are Whiners so dang


Posted by Joseph Kim on Mon, 30 Jan 2017 01:23:00 EST in Business/Marketing, Smartphone/Tablet
Every mobile gaming company has their own system for categorizing different types of mobile games (an industry taxonomy). No industry standard exists. I propose an "open source" system which I hope others will use and help improve upon.


Posted by Joseph Kim on Mon, 23 Jan 2017 09:42:00 EST in Design, Programming, Production, Indie, Smartphone/Tablet
Mobile game pre-production teams often focus on the wrong activities. Discussion about how to use a key risks based approach to pre-production.


Posted by Joseph Kim on Thu, 27 Aug 2015 01:00:00 EDT in Business/Marketing, Smartphone/Tablet
Huge pent-up demand exists for Blizzard IP based mobile games. Activision Blizzard should acquire Glu Mobile and Ember Entertainment to create a world dominating mobile games powerhouse... to be the world's greatest. Read how and why!


Even a good game design may be doomed from the start: anyone launching in a competitive game category requires a strange attractor for user attention. Learn how to develop a good game concept using the principle of a strange attractor.


Posted by Joseph Kim on Tue, 24 Feb 2015 01:54:00 EST in Business/Marketing, Design, Programming, Production, Smartphone/Tablet
Iteration based mobile game designers have taken the philosophy of "MVP" (Minimum Viable Product) development principles too far to laziness. By not properly planning design, product teams waste massive dev resources and time: this can be avoided.



Joseph Kim's Comments

Comment In: [Blog - 05/20/2015 - 02:13]

I don 't think too ...

I don 't think too many people in the games or media businesses will have much confusion on this. :- r n r nThanks for the link. It 's been a while since I 've looked at any hardcore math. Strange attractor now pretty standard terminology in writing though.

Comment In: [Blog - 02/24/2015 - 01:54]

Thanks for the note Charles ...

Thanks for the note Charles and I 'm familiarizing myself with JBGE now. I 'd probably take your comment 1 step further and claim that the situational nature of most models and tools that become popularized somehow never seem to become well understood. Makes sense that as the concept of ...

Comment In: [Blog - 12/04/2014 - 03:55]

It is insane. Not just ...

It is insane. Not just you. :-

Comment In: [Blog - 09/18/2014 - 08:09]

Excel... interesting. I 've never ...

Excel... interesting. I 've never thought of Excel in that way but would be really interested to see how you 've done it.

Comment In: [Blog - 10/25/2013 - 08:51]

Hi Sean, wow strong praise. ...

Hi Sean, wow strong praise. Thanks for the compliment

Comment In: [Blog - 10/09/2013 - 02:24]

Hi Elad, nice post... Thanks ...

Hi Elad, nice post... Thanks for referencing me