Timothy Ryan's Blog
Tim Ryan is a veteran video game designer and producer having worked in the industry since the early 90's. He is an irregular contributor to Gamasutra. His articles are in the design and production archives. E-mail: Tim@FireMuse.net
Everything I wish I knew about video slot games before I started making them
It should be no surprise that at a game studio, that some of the production processes, reports and cultural rules become games unto themselves.
Old school game designer encounters the world of AB Split Testing
A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now.
DOs and DON'Ts for recruiters.
How to marry both methods of scheduling and the benefits of doing both
Timothy Ryan's Comments
[Blog - 07/12/2017 - 10:08]
So unlike online games, regulatory ...
So unlike online games, regulatory restrictions means we can 't do live AB Split testing. There is a lot of analysis prior to release and many iterations of a math model before one is blessed. Then after release the data source is the operators and your sales numbers. This is ...
[Blog - 06/23/2017 - 09:48]
This article reads like an ...
This article reads like an employee review or an engineer managing up. Does the person exist Really Consistently, no. If the industry has taught me anything, you often have to make do with what you have or can recruit. I 'd make this into a scorecard.
[Blog - 06/16/2015 - 02:56]
7- We are not programmers, ...
7- We are not programmers, artists or designers but we are consumers and recognize when our competitors are doing something better. r n r nCouple of points on this one. r n r n- Many producers, often your best producers, rose up through the ranks as a programmer, artist or ...
[News - 04/10/2015 - 07:03]
[News - 04/14/2014 - 11:30]
Poor vision, lack of real ...
Poor vision, lack of real MMORPG experience at the helm, unattainable design expectations and insurmountable restraints. We saw a sneak peak a year ago that showed the graphical vision which was EXCELLENT btw, clearly some great artists lost their jobs but as we all know, a good graphics demo does ...
[Feature - 10/19/1999 - 12:00]