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September 3, 2015
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Sam Coster's Blog

 

I'm 1/3 of the Butterscotch development team, focusing on Art and design. Butterscotch Shenanigans is our 3-brother studio based out of St. Louis. We make great stuff for mobile and innovate wherever possible regarding monetization and community strategies.

 

Member Blogs

Posted by Sam Coster on Tue, 11 Aug 2015 01:53:00 EDT in Production, Serious, Indie
In this short talk I outline the core idea of Process, the art of breaking things down into manageable pieces, and how its execution in games can be grafted onto one's life to help gain control and solve most any problem.


Posted by Sam Coster on Mon, 20 Jul 2015 02:30:00 EDT in Design, Indie
Crashlands contains a lot of story and comes with the Creator, a tool to let players make their own stories. But narrative and sandbox games have conflicting and complex interactions. In this article, Adam explains how it works in Crashlands.


Posted by Sam Coster on Wed, 08 Jul 2015 02:09:00 EDT in Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet
This post will detail how we got Crashlands, our adventure crafting RPG, through Greenlight in just 42 hours by focusing on the trailer.


Posted by Sam Coster on Fri, 06 Feb 2015 01:35:00 EST in Design, Indie
Nailing that feeling of Exploration is a tricky and necessary task for an open-world game. We realized that our game was struggling in this arena, and only after a few accidents (and research on Spider Monkeys) did we figure out how to fix it.


Posted by Sam Coster on Thu, 22 Jan 2015 11:15:00 EST in Design, Indie
Post-alpha we found the combat in our open world survival game to be a bit too monotonous. To empower the Mastery elements of its design, we went back to the drawing board and found a solution in randomness.


Posted by Sam Coster on Thu, 15 Jan 2015 03:33:00 EST in Design, Indie
A case study in Loop Design - At the conclusion of our Alpha test we found that there was something very WRONG with how Player’s experienced Crafting in our upcoming title, Crashlands. This is how we fixed it.



Sam Coster's Comments

Comment In: [Blog - 07/08/2015 - 02:09]

Sure r n r nYes ...

Sure r n r nYes - 69 r nNo - 27 r nLater - 3 r n not sure where the last 1 went. HEH r n r nFirst 24 hours for YES votes : 1066 r nTotal Yes votes / Total votes at the end : 1,724/2484 r n ...

Comment In: [Blog - 02/06/2015 - 01:35]

Thank you r n r ...

Thank you r n r nAnd yeah, central place suggests that if a game is heavy on exploration, rooting it in a buildable home can make the experience more enjoyable. I think a lot of games actually do this really well that aren 't exploration based, too. Darkest Dungeon, for ...

Comment In: [Blog - 01/19/2015 - 01:19]

Nick r n r nI ...

Nick r n r nI dig what you 're saying. In reference to Too many ads will dilute a premium gaming experience and thus reduce the likelihood of in-app purchases. , do you know of any data on this directly Would be mighty helpful for a handful of us here, ...

Comment In: [Blog - 01/15/2015 - 03:33]

Yeah, I really liked that ...

Yeah, I really liked that system for the same reasons. It 's one of those light-content crafting systems that has a surprising amount of heft to it from a gameplay drive perspective. Most of the enhancements were represented in text only super cheap and the potions were just reskined also ...

Comment In: [Blog - 04/29/2014 - 11:47]

We 'll see if the ...

We 'll see if the principles withstand a market test, for certain r n r nRegarding maximum spending, that 's a lifetime maximum. If the player purchases the one-time unlock then they 'll get everything forever. If they decide to buy things in bundles, then after the x bundles are ...

Comment In: [Blog - 06/10/2013 - 06:31]

We 've had massive bumps ...

We 've had massive bumps in downloads from a concerted review effort for both our current titles. What is more likely than reviewers simply being ineffective is that it takes a good deal of time to get your foot in the door and have people cease to ignore your emails. ...