CEO - Proletariat Inc.
Ex-Lead Designer of Indiana Jones Adventure World (Zynga Boston)
Previous job titles: Gameplay Engineer, Product Manager, Lead Designer, Executive Producer
Previous companies: Zynga, Conduit Labs, Walt Dinsey Imagineering
Follow me on twitter (if you are up for it) @sjsivak
See me GDC 2012 talk here: http://bit.ly/Zwa2WB
Valve gave tips and strategies for in-game real-money economies at Steam Dev Days. Here is a breakdown and analysis on them.
Part 3 of the series covers Pitching and Pitch Structure. Read this for helpful tips before your next presentation.
Second post in the series focuses on Networking with some examples of places to start and some strategies to find success.
This post covers an introduction to venture capital investment and a comparison between venture capital investment and traditional publishing.
2013 has been an interesting year for the game developers and in honor of Halloween we take a look at some frightening facts about the state of our industry.
Thoughts on how to build a culture that embraces iteration, paired with some great music videos.
[Blog - 10/09/2013 - 01:11]
Hahaha. I wanted to use ...
Hahaha. I wanted to use images but one of the other members of my team came up with the idea for music videos. And that is the review - feedback - iteration process at work ladies and gentlemen.
[Blog - 03/05/2013 - 12:00]
Hi Ben Kenobi , r ...
Hi Ben Kenobi , r n r nThe article has been updated to make that point a bit more clear. I hope this helps. I tried to keep the article short while still pointing to examples that developers could actually use and think about while building their games. The goal ...
[News - 01/29/2013 - 08:18]
FYI, he was at the ...
FYI, he was at the Baltimore studio, not the Boston studio. r n r nKris you can remove this comment.
[News - 08/30/2012 - 05:06]
Speaking as a designer from ...
Speaking as a designer from a Zynga product and this product in particular , I can assure you that I did not come to resent the players of Adventure World. Trying to make a game appealing for an audience beyond yourself is actually an interesting design challenge and a valuable ...
[News - 02/16/2011 - 04:25]
I disagree with this for ...
I disagree with this for two reasons: 1. A game doesn't need to be synchronous to be social. I have a been playing strategery http://strategerygame.com/ with a friend for months now and we never play it at the same time. We talk about the games when we are not playing, ...
[Blog - 02/23/2010 - 08:47]
Well Robert, I am not ...
Well Robert, I am not actually one of these gamers. However, the point of this article was to show that facebook gamers are much like the typical hardcore gamer most people in the industry are used to. These people attempt to maximize their game-playing achievements and abilities and go to ...