Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 24, 2016
arrowPress Releases
September 24, 2016
PR Newswire
View All






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


 

Michail Katkoff's Blog   Expert Blogs

 

I've been a gamer since I first lay my hands on an Commadore 64 in pre-school. My career in games started 20 years later in 2010 when I joined Digital Chocolate's Helsinki studio as a product manager for Facebook games. Since then I've had the privilege to work with some of the smartest and talented people on some of the biggest franchises in the gaming industry at companies first at Rovio then at Supercell and Zynga. 

 
Email:
deconstructoroffun@gmail.com
 

Blog:
Deconstructor of Fun

 

Expert Blogs

Posted by Michail Katkoff on Tue, 24 May 2016 02:28:00 EDT in Design, Smartphone/Tablet
Clash Royale is probably the best game ever released for touchscreen devices. It's fun, beautiful, fast, aggressive, full of emotions and yet you're just waiting for the day when you'll finally have the courage quit playing it.


Posted by Michail Katkoff on Wed, 24 Feb 2016 06:45:00 EST in Design
Clash Royale, Supercell's latest title, delivers on what players want from mid-core games: more action and less base building. In addition the pleasing the player, Clash Royale reinvents the mid-core games with its synchronous PvP battles.


Posted by Michail Katkoff on Thu, 28 Jan 2016 08:05:00 EST in Business/Marketing, Smartphone/Tablet
In 2016 we will see new type of mid-core games, rise of alternative growth channels, more games with high production values and more games with IPs as well as continued decline of King.


Posted by Michail Katkoff on Mon, 25 Jan 2016 02:01:00 EST in Design, Smartphone/Tablet
The foundation of a racing game is mastering the different racetracks with different cars that act as a variable of the driving experience. The biggest racing franchises on mobile aren't really racing games and that's why they will never win.


Posted by Michail Katkoff on Fri, 13 Nov 2015 02:22:00 EST in Design, Console/PC, Social/Online
Dozens of League of Legends competitors have failed because they made the game even more complex. Blizzard sacrificed depth to make Heroes of the Storm more accessible, realizing that there is still plenty of depth left over.


Posted by Michail Katkoff on Fri, 09 Oct 2015 12:58:00 EDT in Design, Production
Crucial steps to being a successful game studio. From valuing software over presentations and showing respect for your player base, these are seven important elements teams both large and small should keep in mind.



Michail Katkoff's Comments

Comment In: [Blog - 10/28/2013 - 12:42]

Thanks Rajveer. I 've done ...

Thanks Rajveer. I 've done multiple core loops before and tied them together with resources. For example you get specific resource from PvP that you need in city building part and in city building you get a resource that you need in adventure part etc. It does get complicated though ...

Comment In: [Blog - 10/24/2013 - 05:11]

Kabam is a master in ...

Kabam is a master in timer mechanics. Building, research, training and battling have their own specific timers, so player initiates an action and has to return to start a new action.

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

Wow, awesome conversation around the ...

Wow, awesome conversation around the post - exactly what I wished for. r n r nThere 's a lot of F2P vs. Paid going on. These models aren 't competing because paid game is essentially different than a F2P game. Paid games have a beginning and an ending, following exactly ...

Comment In: [Blog - 02/25/2013 - 08:48]

To get the monsters you ...

To get the monsters you collect from dungeons player has to finish the dungeon. In case player 's health drops to 0 they can pay 1 premium currency to get it back to full. And this is something that you have to do a lot during the game as you ...