Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 13, 2015
arrowPress Releases
October 13, 2015
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:


David Paris's Blog   Expert Blogs


David is a Producer/Programmer/Designer that has been making games since the dawn of time. He originally did mainstream application and OS dev work in respectable society during the day to cover these aberrations, but eventually decided working two full time+ jobs made it tough to see his wife and kids. Abandoning his disguise, he now does game making as his primary career.

David has been involved in a wide range of projects, including building the world's first subscription based internet MOG (Valhalla), extensive military simulation AI, several MMOs (Pirates Online, Toontown, etc..), and a boatload of standalone games (most recently Giana Sisters - Rise of the Owlverlord).

He is currently adventuring in Europe, creating games for Black Forest Games in Germany.  He also does freelance design and process consultation, so feel free to message him if you need a hand.


Expert Blogs

Posted by David Paris on Mon, 19 May 2014 01:03:00 EDT in Business/Marketing, Production, Console/PC
From where Dieselstormers was envisioned to where it stands today is a bizarre path that reflects the trials of many small dev houses. We invite you to see how it really happened.

Posted by David Paris on Mon, 13 Jan 2014 01:45:00 EST in Programming, Console/PC
These are some quick hints to make AI construction easier and more effective.

Posted by David Paris on Wed, 10 Jul 2013 12:51:00 EDT in Business/Marketing, Console/PC
A quick look at some of the recent F2P discussion and what makes it so issueful. One thought on how that could be addressed.

David Paris's Comments

Comment In: [News - 10/09/2015 - 10:12]

Pretty much spot on with ...

Pretty much spot on with this stuff. It 's not like these fellows walked into these sorts of banned activities with their eyes closed. They knew it was wrong, they chose to do it anyways, and were probably counting on their involvement to buy them a pass. I 'm glad ...

Comment In: [Blog - 09/29/2015 - 01:23]

I like your basic point, ...

I like your basic point, which is that people want to spend on something that they feel gives them lasting utility - and that you can 't have lasting utility on a game where you don 't plan to spend any significant amount of time. r n r nI agree. ...

Comment In: [Blog - 09/15/2015 - 03:10]

Thanks. Yeah, this is exactly ...

Thanks. Yeah, this is exactly what I was thinking.

Comment In: [News - 09/03/2015 - 04:01]

I think you 'll find ...

I think you 'll find that while great ideas are awesome, a lot of the value you bring with the idea is that ability to communicate it to the team as you work with it. There are almost no ideas in gaming that are so amazing that you can just ...

Comment In: [News - 08/27/2015 - 05:55]

I quite like how Dishonored ...

I quite like how Dishonored addressed this problem. It gives you the option to solve things lethally, and it gives you the option not to, and lets you choose accordingly. It then reflects your decisions in the world, because these are actions that carry impact. I love how Emily 's ...

Comment In: [Blog - 08/20/2015 - 12:57]

I think it has to ...

I think it has to do with wanting to be able to distance yourself from the other guy so that you feel safer. Oh, they failed because they did something WRONG. I clearly would not have done that, so I will be ok. r n r nThe truth is that ...