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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.


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: [Blog - 09/30/2014 - 01:46]

What is unfortunate is that ...

What is unfortunate is that the dream of crowdfunding being a serious path for alternative funding seems to largely be an empty one. Every million dollar title you see that takes 50k in Kickstarter funds is really just someone doing pre-orders rather than backers enabling new titles. If they don ...

Comment In: [Blog - 10/16/2014 - 02:09]

I think many people confuse ...

I think many people confuse variation with luck. r n r nChess as a game, bores me, because it lacks variation. You always start from the same position. There is a known set of high impact openings, and large chunks of high level play frequently involve choosing between memorized sequences. ...

Comment In: [Blog - 10/09/2014 - 05:31]

A real downer for game ...

A real downer for game history, is that anything that occurred before the arrival of the World Wide Web, largely didn 't exist at all. r n r nWe still use all sorts of concepts and advancements that came from this period damage types, reincarnation, expanded attribute systems, spawn systems, ...

Comment In: [News - 10/09/2014 - 06:13]

Mostly I just scratch my ...

Mostly I just scratch my head that some producer already working on a project at the company doesn 't just scoop up this floating manpower and use it while it is there. I assume some sort weird rules/politics prevents it, but man, I could pretty much always find something useful ...

Comment In: [News - 09/23/2014 - 11:29]

I 'm still appalled at ...

I 'm still appalled at how bad the 'recommended for you ' list is. r n r nIt keeps pushing the same highly purchased FPS crap that I have repeatedly told it I have no interest in. r n r nIt really shouldn 't take that much to do reasonable ...

Comment In: [Blog - 10/02/2014 - 02:39]

Ok, reading this caused me ...

Ok, reading this caused me to open Steam and put Metrocide on my wishlist.