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September 16, 2014
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Robert Green's Blog   Expert Blogs

 

I don't have a lot to say about myself, but I often have a lot to say about videogames. I've been playing them for over 20 years and managed to convince someone to pay me to make them in 2005.

I'm currently employed at PikPok in New Zealand as a senior programmer.

 

Expert Blogs

Posted by Robert Green on Tue, 18 Feb 2014 03:47:00 EST in Design, Console/PC, Indie, Social/Online
A journey to find satire in gameplay rather than just tone or concept.


Posted by Robert Green on Mon, 03 Feb 2014 04:12:00 EST in Design, Console/PC
Lately I've been finding myself spending more and more time in games interacting with virtual economies in games that ostensibly have very little to do with money. Are we sure these add to games, and not subtract from them?


Posted by Robert Green on Wed, 22 Jan 2014 05:50:00 EST in Business/Marketing, Smartphone/Tablet
A look at the complexities involved in reviewing F2P games when compared to traditional game reviews.


Posted by Robert Green on Tue, 30 Jul 2013 06:34:00 EDT in Design
Further thoughts on Daniel Cook's article on single games as a hobby.


Posted by Robert Green on Mon, 03 Jan 2011 03:45:00 EST in Design
Some examples of choices in gaming and what I think we can learn from them.


Posted by Robert Green on Mon, 20 Sep 2010 07:40:00 EDT in Design
Microsoft is confident that the Kinect system will soon be embraced by the hardcore gaming scene, but there are plenty of reasons to think this might not happen any time soon.



Robert Green's Comments

Comment In: [News - 09/11/2014 - 05:58]

They say something like this ...

They say something like this every year. But Bioshock just came out on iOS looking noticeably worse than the 7-year-old Xbox360 version. Even with a more efficient API, I doubt they 've jumped straight from less-than-Xbox360 to Xbox One in a single year, especially if they 're also pushing out ...

Comment In: [Blog - 09/03/2014 - 05:00]

Right, I should probably have ...

Right, I should probably have said shader/source files. The point being that it 's unusual in such an artist-friendly setup to have something like that not be accessible to artists within the editor. Though I imagine if you were starting a project from scratch it might not be that much ...

Comment In: [News - 09/04/2014 - 03:29]

The timewarp stuff is pretty ...

The timewarp stuff is pretty amazing, but I can 't help but wonder if the ability to draw to the screen the instant a frame is finished rendering, as in Nvidia 's G-Sync tech, is the obvious way to go in the future. Or perhaps a combination of the two.

Comment In: [Blog - 09/03/2014 - 06:22]

I also have doubts about ...

I also have doubts about anyone who says I ran some quick numbers and think they made a mistake . I have to assume that people at MS ran the numbers too, and came to a different conclusion. r nHere 's my suspicion - MS were strongly pushing the TV ...

Comment In: [News - 08/29/2014 - 07:23]

Displaying both DS screens on ...

Displaying both DS screens on a single higher-resolution touchscreen would certainly be an option, but I think that would hugely limit the size and shape of a new handheld. I was thinking something like the GBA SP, and if you needed to show both DS screens on that, they 'd ...

Comment In: [Blog - 08/28/2014 - 08:37]

It wouldn 't surprise me ...

It wouldn 't surprise me to see this becoming more and more common. As F2P games have taken over and retention is more and more important, games are increasingly being designed such that the long-term depth is primarily in the meta-game surrounding the core gameplay. Take CSR Racing for example ...