Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 26, 2016
arrowPress Releases
May 26, 2016
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 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 developers from different disciplines and chilling out in the evenings writing game code.



Expert Blogs

Posted by Amir Fassihi on Wed, 31 Dec 2014 01:28:00 EST in Production, Console/PC, Indie
Every game development studio needs to customize their own development process due to different projects and teams. Here are the top three things that have worked very well for us so far for our latest PC/Console title, "Children of Morta".

Posted by Amir Fassihi on Tue, 09 Sep 2014 05:13:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
This articles describes some of the challenges we are facing in order to convert our mobile platformer, Shadow Blade, into a respectable PC game in the same genre.

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 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 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 Fassihi's Comments

Comment In: [Blog - 12/16/2014 - 03:05]

This is a brilliant study ...

This is a brilliant study and a real gem for any serious game dev team. Thanks a lot for sharing the knowledge.

Comment In: [Blog - 12/17/2014 - 01:51]

Good points. I also think ...

Good points. I also think that for the same reasons you mentioned, the mobile producer is dealing with mostly young and inexperienced developers compared to the console producer who is mostly interacting with the best technical people in the industry. It is interesting that on the other side, most of ...

Comment In: [Blog - 09/09/2014 - 05:13]

We are battling with the ...

We are battling with the convincing the media part at the moment and don 't have definite solutions for it at this stage, we are still working on it and might have an update in the near future. r nThe mobile game took us 18 months in total, we have ...

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.