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Nikolay Bondarenko's Blog

 

My gaming-related career started at canadian Streko Graphics where I occupied Senior Virtool Engeneer position while working on Aura 2 and Dead Reefs games. Prior to that I had been actively engaged in work with VRML. As a Lead Developer of the first (as of 2006) online web 3D game Formula-O2 in CIS region works under network racing server, backend and 3d client.

For more than 3 years I had been working as CTO at TVX Media group and participated in development and management of the following games: Hulliwood (2008, ~400k AU), Mercenaries: Cards of Destiny (2009, ~1 mln AU), Cradle of Magic (2010, ~15 mln AU).

Starting from 2010, I have been leading the development operations in GameNet — currently top-3 MMO publishers in Russia with more than 22 mln users. I was responsible for launch and technical integration of the games by Nexon, Pearl Abyss Corp, Barunson, Kongzhong. I was also actively developing DRM and anti-cheat solutions, end-user attribution, traffics programm frameworks, client's launchers, OLAP for organic conversions and sales analytics. 


I am listed in reputational 9% of Stackoverflow and Top 20 Stackoverflow Redis specialists as per the year of 2016. Developer and the main mainteiner of `Redis-memory-analyzer`, the author of redisplanet.com. Founder of Aurum Dust studio that has released Ash of Gods: Redemption in March 2018.

 

Member Blogs

Posted by Nikolay Bondarenko on Fri, 28 Sep 2018 10:07:00 EDT in Business/Marketing, Console/PC, Serious, Indie
Why publishers leave Steam? A make-your-own-platform trend? Global PC publishing, contemporary pricing, looking for the new audience.Let`s discuss the current problems and trends in the PC game market and try to find answers together?


What is localization? How about right processes and costs? Which tools work well and which languages we should translate to? All in all, how good your game will perform on foreign markets depends on what approach you choose and how much you spend on ...


Posted by Nikolay Bondarenko on Mon, 10 Sep 2018 09:46:00 EDT in Business/Marketing, Production, Indie
What to expect from bundles, funds and crowdfunding in 2018. Is there anything left for a developer when all those sales are over and who can help?


Posted by Nikolay Bondarenko on Wed, 29 Aug 2018 10:18:00 EDT in Business/Marketing, Production, Indie
Now we're going to discuss the role of good Steam page design, dedicated community engagement, regional restrictions, third party distribution, distributors, and alternative open platform options.


Posted by Nikolay Bondarenko on Thu, 23 Aug 2018 09:26:00 EDT in Business/Marketing, Production, Console/PC, Indie
Let’s take a critical look at how the gears of publishing turn nowadays. We’ll be talking about Steam a lot, since it’s the largest open game distribution platform and start with prices, discounts, and how Steam wishlists work.



Nikolay Bondarenko's Comments

Comment In: [Blog - 09/28/2018 - 10:07]

Thank you, Mark I will ...

Thank you, Mark I will try to do so in the future :

Comment In: [Blog - 08/23/2018 - 09:26]

I think it s depends ...

I think it s depends on local acquiring services and amount of Steam clients in region. Using local currency and processing could be difficult while region revenue is low.