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November 28, 2014
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Catalin Marcu's Blog

 

I have started working in the mobile gaming industry in 2007, as a game programmer. I have since worked in programming, game design and project and team management. I have become a game producer officially in 2011, after being team leader for 2 years. My game producer position still consists of all the areas mentioned above. It's a great mixture where the management part is my top priority, but it still gives me some of time for my technical and creative sides also.

I have seen my share of industry changes. I started with J2ME phones. I witnessed the rise of the iPhone and other smartphones. I wondered "what the hell?" when tablets came around. I double wondered when mini-tablets were announced. I got positively shocked when I saw the first phablet. I applauded when in-app purchases were announced. I worried when the freemium market started to emerge. I cried when I looked at the sea of clones that the mobile gaming space has become.

Yet I remain confident that games can be art. Can be, but most of the time aren't. I hope one day I'll have the honour of someone declaring one of the games I've worked or will work on to be art.

 

Member Blogs

Posted by Catalin Marcu on Wed, 23 Jul 2014 03:57:00 EDT in Production, Console/PC, Indie, Social/Online, Smartphone/Tablet
Obsessively trying to make anything you work on better, in any sense of the word, can have worse consequences than you think.


Posted by Catalin Marcu on Tue, 15 Apr 2014 08:51:00 EDT in Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
When we feel overwhelmed, usually our work efficiency drops considerably. One of the best things to start with is to organize our work, no matter how much of it you have.



Catalin Marcu's Comments

Comment In: [Blog - 08/25/2014 - 06:39]

Great stuff and cute little ...

Great stuff and cute little game Congrats

Comment In: [Blog - 07/23/2014 - 03:57]

Thank you for the read ...

Thank you for the read But more importantly thank you for this amazing sharing. You 've put it in better words than I did: in the end it 's about compromise. r n r nWhat I 'm most impressed with is this: But I 've learned to roll with those ...

Comment In: [News - 07/28/2014 - 10:01]

Ian, I don 't think ...

Ian, I don 't think you should hold off your announcement just for this reason. r n r nSome people don 't understand how a company works or have unrealistic expectations. For me, if I buy a game on Early Access it means both that I want to play it ...

Comment In: [Blog - 07/14/2014 - 02:42]

It 's so nice to ...

It 's so nice to see a Lights Out game on Gamasutra. I made one of these - Athena 's Trials - with an artist co-worker and released it about 2 years ago, for 0.99 . In case you want to see some screens or trailer: http://www.pixel-fiction.com/ r n r ...

Comment In: [Blog - 07/12/2014 - 06:06]

The first thing to accept ...

The first thing to accept in today 's gaming landscape, especially on mobile, is that the main currency isn 't money anymore, but time. r n r nThere are way too many decent to awesome games, available for free. Even if they are demos, lite versions or the hated freemiums, ...

Comment In: [Blog - 06/02/2014 - 06:50]

Great advices, thanks for sharing ...

Great advices, thanks for sharing r n r nI think these apply in most areas of game development, not just art. Especially the one with playing the game, this is vital for everyone. Too often I find team members throwing ideas at the rest of the team without even taking ...