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June 28, 2016
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Russ Clarke's Blog

 

Director, Payload Studios (TerraTech)

 

 

 

Member Blogs

This article, by lead developer Russ Clarke, walks through the problem-solving process that London startup Payload Studios followed in adding a social content sharing function to their physics-based vehicle construction game, TerraTech.



Russ Clarke's Comments

Comment In: [Blog - 02/22/2016 - 07:51]

Demos can work. Remember it ...

Demos can work. Remember it 's conversions that matter - your steamworks product page should have a link to stats for your demo version, which reports your conversion rate. r n r nI am surprised at the low numbers for the games you investigated. TerraTech http://store.steampowered.com/app/285920/ has had a demo ...

Comment In: [News - 02/16/2016 - 05:33]

As a developer, it concerns ...

As a developer, it concerns me when developers resort to emotional arguments about their hardships, risks, commitment, feelings to justify the cost of their game. I fully sympathise with Jane and her team - my own team went through exactly the same challenges - but games are consumer products that ...

Comment In: [Blog - 12/03/2015 - 01:05]

I 'd like to contribute ...

I 'd like to contribute a few perspectives, as a developer who took a slightly different route: r n r n Investors can also be people who know you. Schemes like the UK 's SEIS dramatically reduce risk for small-scale investors, allowing meaningful finance to be raised from friends family, ...

Comment In: [Blog - 01/07/2015 - 06:31]

Good advice here. r n ...

Good advice here. r n r nGoing straight to your own IP is not necessarily a mistake though, if you have a sound business plan. Be careful of roundabout routes - you may wake up one day and realise you spent the last N years just surviving instead of doing ...

Comment In: [Blog - 07/18/2014 - 04:16]

To be honest, I know ...

To be honest, I know little about the specifics of the PNG format. The intention was to create something flexible, simple and resilient, and the choice of image format was a secondary consideration. We went with PNG as an efficient, lossless format with good builtin support in Unity, but we ...

Comment In: [Blog - 01/04/2014 - 03:32]

So the ideal experience was ...

So the ideal experience was often rare r n r nThis was also my observation, as a player. It was glorious when it happened, though. My fondest wish was for some kind of scheduling/messaging tool to help create that scenario, as whole days would often go by with players missing ...