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Tadhg Kelly's Blog   Expert Blogs

 

Tadhg is the creator of leading game design blog What Games Are.                                                           

 

Expert Blogs

Posted by Tadhg Kelly on Sun, 31 Aug 2014 11:57:00 EDT in
In looking at how certain segments of the community react to Anita Sarkeesian and Zoe Quinn by accusing them of faking their attacks, I'm minded of birther, truther and other fringe movements that think they have a silent majority on their side.


Posted by Tadhg Kelly on Tue, 10 Jun 2014 01:04:00 EDT in Business/Marketing, Console/PC
Off the cuff thoughts on all we saw today.


Posted by Tadhg Kelly on Sun, 23 Mar 2014 06:01:00 EDT in Design
This year I had the honor of giving one of the GDC Microtalks. My talk centered around thauma, the components of game design and the real questions of legitimacy that still trouble the videogame art form. You can read it here.


Posted by Tadhg Kelly on Wed, 01 Jan 2014 12:09:00 EST in Design, Indie
Looking back on 2013 and considering the theme of games you're not supposed to play in the classic sense.


Posted by Tadhg Kelly on Thu, 26 Sep 2013 07:10:00 EDT in Design, Social/Online
I've come to regard Zynga's Mafia Wars as a milestone moment in game design. Here's why.


Posted by Tadhg Kelly on Thu, 18 Nov 2010 08:36:00 EST in Design
There's a difference between actually being a game designer, and the aspirational myth of the game designer as monk-artist-literature wunderkind. The former exists, but the latter is a figment of hope.



Tadhg Kelly's Comments

Comment In: [News - 06/10/2016 - 06:44]

It 's a good thing. ...

It 's a good thing. Upgrading on regular cycles is something that many other formats from PC to DS to iPhone have been doing and it doesn 't cause that much grief. Contrast this with the console business where devs are always among the most resistant to change, but work ...

Comment In: [News - 03/03/2016 - 06:23]

The industry has been consistently ...

The industry has been consistently stupid about this for as long as I 've worked in it. Fundamentally studios have two very different kinds of employment requirement, one for long-term staff like core engineering, and the other for short-term staff like production. And yet it consistently tries to use the ...

Comment In: [Blog - 01/14/2016 - 07:44]

Maybe, but the thing that ...

Maybe, but the thing that stands against that is that generally speaking the rate of peripheral adoption to core devices always tends to go no higher than 25 , and in mobile 's case is likely a lot lower say 3-5 . So the Gear VRs of this world certainly ...

Comment In: [Blog - 11/30/2015 - 03:20]

I feel like I read ...

I feel like I read this kind of post about once every six months, and have done for all of the 16 or so years that I 've worked in video games. And my reaction is always change your perspective, author . r n r nFor example plenty of people ...

Comment In: [Blog - 11/12/2015 - 12:20]

They also all worked in ...

They also all worked in an age when the needed team size was much smaller than it is today, and many of them in modern times struggle very deeply with reigning in scope or figuring out just what the game they want to make is.

Comment In: [Blog - 09/08/2015 - 01:36]

People do not purchase indie ...

People do not purchase indie games for their cutting edge lagging edge graphics, they do it for the gameplay. r n r nI don 't really think that 's true Ryan. If it were there wouldn 't be such a predominance of retro and retro-ish games, games whose signature is ...