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July 31, 2014
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July 31, 2014
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Katy Smith's Blog


Katy M. Smith is a veteran game developer with experience ranging from AAA games to indie start-up and freelance work. Her credited titles include games in the Madden and NCAA Football franchises,  EGM's "Game of the Year" Space Miner (iPhone), BAFTA nominated Ninjatown (DS), and Book of Heroes (iPhone / Android).

Previous to joing the game industry, Katy worked as a mental health counselor and family therapist for adolescents in the juvenile justice system.

Her current interests include "games as a service", the psychology of play, and improving the QA / production process.  

You can find me on Twitter @KatyMSmith 


Katy Smith's Comments

Comment In: [News - 07/31/2014 - 09:43]

I wonder if this means ...

I wonder if this means the clothing company has plans to start making branded games.

Comment In: [News - 07/22/2014 - 04:42]

This is interesting considering EAs ...

This is interesting considering EAs focus on mobile f2p and digital content. I guess the more things change the more they stay the same.

Comment In: [News - 07/22/2014 - 08:55]

Oh, I see what you ...

Oh, I see what you are saying. I was interpreting the sentence about average differently because I had a reading fail :

Comment In: [Blog - 07/21/2014 - 05:09]

Hey, an article about QA ...

Hey, an article about QA And it has sources Yay : r n r nI would caution you on some of your testing ideas. If you get a job testing a game be extremely cautious in bugging fun factor , balance and emotional impact of audio. There is a very ...

Comment In: [Blog - 07/21/2014 - 05:56]

One of the things I ...

One of the things I love about games is the emotional impact that an interactive digital experience can make you have. However, if RDR were my game, there is a very good chance I would have closed this bug as known shippable . r n r nWhen managing bugs, there ...

Comment In: [Blog - 07/12/2014 - 06:06]

I was intrigued by your ...

I was intrigued by your post and I think you might have an interesting concept, but you make it very hard to get your game into people 's hands. r n r nI don 't like things on Facebook frequently because I don 't want a spammy wall. I checked ...