Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 2, 2014
arrowPress Releases
September 2, 2014
PR Newswire
View All
View All     Submit Event





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


 

Amir H Fassihi's Blog   Expert Blogs

 

Team Lead at Dead Mage game development studio. Living the day trying to distinguish the edge of chaos in game development with talented dudes from different disciplines and chilling out in the evenings writing game code.

@ahfassihi

 

Expert Blogs

Shadow Blade is an action platformer for the mobile devices that was released this January. The following is a postmortem about the main challenges during the development of this game.


Posted by Amir H Fassihi on Sun, 02 Feb 2014 03:47:00 EST in Design, Indie, Smartphone/Tablet
Analyzing measured game play data from actual player sessions can help in increasing the quality of the design in games. Our experience using data gathering and analysis tools for a platformer game, Shadow Blade, are shared in this article.


Posted by Amir H Fassihi on Wed, 28 Aug 2013 12:14:00 EDT in Programming, Smartphone/Tablet
A smooth gameplay is built upon the foundations of a smooth frame rate and hitting the 60 frames per second target was a significant goal during the development of our upcoming action platformer game, Shadow Blade. Here is what we learned along the way.



Amir H Fassihi's Comments

Comment In: [Blog - 04/15/2014 - 07:51]

So you say it is ...

So you say it is not necessary to purchase a Vita DevKit Are you sure the Unity License for Vita is free

Comment In: [Blog - 04/10/2014 - 04:58]

Thanks a lot. Yes in ...

Thanks a lot. Yes in fact we have been working on the PC version and will announce it very soon.

Comment In: [Blog - 03/25/2014 - 09:27]

If you balance your game ...

If you balance your game for non-payers which are probably 97 percent of the gamers, payers which are most probably non hard-core gamers will not face major challenges and walls against their progress so the tendency for them to pay will be very much reduced in my opinion.

Comment In: [Blog - 02/02/2014 - 03:47]

Actually once you look at ...

Actually once you look at the heatmaps, fixing the levels is quite easy. In our case it could be moving a platform a little, moving an environment hazard a little, removing a small object and such. This definitely is an iterative process and we are constantly working on the data ...

Comment In: [Blog - 10/11/2013 - 02:08]

The thing is that the ...

The thing is that the game is not as good as the first one because of the noise the f2p model has injected into it. I just wished this game and a lot of other games would have followed the paid model and kept their core. Some games can be ...

Comment In: [Blog - 08/28/2013 - 12:14]

We did follow the simplest ...

We did follow the simplest solution possible, make a specific component to work as the single bridge to the character controller for example and then instead of calling the move function of the character controller separately from every other component, we called the AddMovement functions of this bridge component and ...