Adam Saltsman's Expert Blogs
For game makers who are looking for a way to blow off some creative steam, donating a little bit of your time to helping someone else's game exist is a great way make the world better and still expand your own gameography and experience at the same time.
At the end of 2011 we finally released an update to our popular game Canabalt that had support for something like 15 languages. If only for the sake of our own unreliable memories I wanted to record some of the things we learned during that process.
Predatory game design seems to be a real problem, and most of the "defenses" for it are poor (so far). I also attempt to lay out some guidelines for ethical game design that integrate the good things that freemium models have to offer.
Games that abuse checklists and include In-App Purchases are deliberately contriving their designs in the worst way in order to extort money from players, which is unethical and unacceptable design practice.
As promised, I am dedicating a little more time, thought and explanation to exploring the role of ideas in game design. Looking forward to your feedback!
Playing through a dozen commercial game demos in one night helped me remember what I like as a player rather than a creator.
I'm interested in starting a discussion about what game design really is, including exploring this idea about ideas vs execution.
Making a game based on hundreds of drawings by children in 8 hours
This is part 2 in a 3-part series looking at how the one-button runner Canabalt was created for the browser and ultimately sold on the iPhone and iPad. This post focuses on the audio components of the game.
At the end of August, Brandon Boyer and I flew to Australia to give the international keynote talks at Freeplay. I ended up talking about the socio-cultural-historical background of play and games in human society.
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