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Nathan Fouts's Blog   Expert Blogs


Hi, I'm Nathan, owner and creative director of Mommy's Best Games, Inc., an independent developer located in Indiana, USA.

We strive to deliver games that push at the edges of the medium through gameplay and art (and pie). Our first game, Weapon of Choice, is an award-winning, side-scrolling, action game now available on Xbox Live Indie Games.

We're releasing Serious Sam Double D XXL for XBLA February 20th. We've released Shoot 1UP out on XBLIG which was a Top 20 finalist in Microsoft's Dream Build Play 2010 competition. A fan favorite of our is Explosionade also on XBLIG.

I maintain a development log in which I release I discuss game development and marketing for our games here:





Here are some of my articles featured on Gamasutra.

Weapon of Choice, Post Mortem

PAX East Exhibiting experience


Expert Blogs

Posted by Nathan Fouts on Thu, 07 Nov 2013 11:59:00 EST in Business/Marketing, Console/PC, Indie
Everything you wanted to know about showing your game at Minecon. Wait, you can do that?

Posted by Nathan Fouts on Fri, 05 Apr 2013 08:31:00 EDT in Design, Smartphone/Tablet
Sloppy ports make your game look bad, and they devalue the whole marketplace. Includes 6 offending issues that are easy to fix.

Posted by Nathan Fouts on Fri, 15 Feb 2013 10:40:00 EST in
Insomniac Games' Ratchet and Clank series created lots of gonzo guns; here we see why the Morph-O-Ray is so clucking great.

Posted by Nathan Fouts on Tue, 12 Feb 2013 10:33:00 EST in Design
The Land Shark Gun in Armed and Dangerous was a great weapon, but what made it so successful? How could it have gone wrong?

Posted by Nathan Fouts on Fri, 08 Feb 2013 06:20:00 EST in Design, Indie
Postmortem Rights and Wrongs are slightly skewed for a game jam--and get even more interesting with new hardware!

Posted by Nathan Fouts on Fri, 19 Oct 2012 11:59:00 EDT in Design
What would you make, if your company's next game could have no physical violence in it?

Nathan Fouts's Comments

Comment In: [Blog - 03/19/2014 - 06:48]

I guess because we generally ...

I guess because we generally perceive more of the world through our eyes than our ears this is different.. but is there anything to learn from headphones, covering the ears completely and filling them with artificial sounds

Comment In: [Blog - 04/05/2013 - 08:31]

Yup, blurry, poorly handled HUD ...

Yup, blurry, poorly handled HUD would be pretty bad as well.

Comment In: [Blog - 02/12/2013 - 10:33]

Oh my gosh.. Ken, Tim, ...

Oh my gosh.. Ken, Tim, Planet Moon team you all are amazing. I loved Armed and Dangerous. Thanks for the origin stories Fascinating to read I love design evolution stories. Ken I updated the post to include the extra pics you shared--thanks

Comment In: [Feature - 02/05/2013 - 04:00]

Still really excited about playing ...

Still really excited about playing your game Axiom Verge. Lookin ' great

Comment In: [News - 02/01/2013 - 03:04]

Gameplay programming rides in top ...

Gameplay programming rides in top of the language. Skills you learned in terms of managing state machines, organizing class/struct, dealing with collision detection APIs, synching animations, sounds, learning how to use a debugger but also use console output, all of these are still applicable in the industry.

Comment In: [Blog - 09/26/2012 - 11:31]

Hi Ivan, r nGood questions ...

Hi Ivan, r nGood questions Fun stuff to think about... r n when to draw the line between explaining and allowing players to discover on their own r nFor me personally, I like to work backwards on this. What would it mean if the player didn 't know this mechanic ...