Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 25, 2015
arrowPress Releases
January 25, 2015
PR Newswire
View All
View All     Submit Event

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


Sam Coster's Blog


I'm 1/3 of the Butterscotch development team, focusing on Art and design. Butterscotch Shenanigans is our 3-brother studio based out of St. Louis. We make great stuff for mobile and innovate wherever possible regarding monetization and community strategies.


Member Blogs

Posted by Sam Coster on Thu, 22 Jan 2015 11:15:00 EST in Design, Indie
Post-alpha we found the combat in our open world survival game to be a bit too monotonous. To empower the Mastery elements of its design, we went back to the drawing board and found a solution in randomness.

Posted by Sam Coster on Thu, 15 Jan 2015 03:33:00 EST in Design, Indie
A case study in Loop Design - At the conclusion of our Alpha test we found that there was something very WRONG with how Players experienced Crafting in our upcoming title, Crashlands. This is how we fixed it.

Posted by Sam Coster on Fri, 31 Oct 2014 01:40:00 EDT in Business/Marketing, Indie, Smartphone/Tablet
Adam Coster of Butterscotch Shenanigans dives into the effects of F2P on an indie studio's design practices, and its player base.

Posted by Sam Coster on Tue, 29 Apr 2014 11:47:00 EDT in Business/Marketing, Indie
Indie developers Butterscotch Shenanigans discuss the monetization strategy for their upcoming free-to-play mobile survival game, Crashlands.

Posted by Sam Coster on Mon, 26 Aug 2013 04:15:00 EDT in
Seth and Sam from Butterscotch Shenanigans discuss their 5 day, 5 game game jam and the lessons learned from it.

Posted by Sam Coster on Wed, 30 Jan 2013 03:58:00 EST in Indie
After the GGJ13 I decided to compile some thoughts on why jamming is the best freakin' thing you can do if you're in the business of making games. Reposted from the Butterscotch blog (

Sam Coster's Comments

Comment In: [Blog - 01/19/2015 - 01:19]

Nick r n r nI ...

Nick r n r nI dig what you 're saying. In reference to Too many ads will dilute a premium gaming experience and thus reduce the likelihood of in-app purchases. , do you know of any data on this directly Would be mighty helpful for a handful of us here, ...

Comment In: [Blog - 01/15/2015 - 03:33]

Yeah, I really liked that ...

Yeah, I really liked that system for the same reasons. It 's one of those light-content crafting systems that has a surprising amount of heft to it from a gameplay drive perspective. Most of the enhancements were represented in text only super cheap and the potions were just reskined also ...

Comment In: [Blog - 04/29/2014 - 11:47]

We 'll see if the ...

We 'll see if the principles withstand a market test, for certain r n r nRegarding maximum spending, that 's a lifetime maximum. If the player purchases the one-time unlock then they 'll get everything forever. If they decide to buy things in bundles, then after the x bundles are ...

Comment In: [Blog - 06/10/2013 - 06:31]

We 've had massive bumps ...

We 've had massive bumps in downloads from a concerted review effort for both our current titles. What is more likely than reviewers simply being ineffective is that it takes a good deal of time to get your foot in the door and have people cease to ignore your emails. ...

Comment In: [Blog - 03/30/2013 - 11:52]

As a woman in game ...

As a woman in game development, it is hard to have a good networking conversation when the gentlemen you are trying to network with is constantly distracted by the cocktail girls push up bra-ed tits r n r nWhile I agree with your final point here the above statement is ...

Comment In: [Blog - 01/30/2013 - 03:58]

Excellent point. Similar to the ...

Excellent point. Similar to the Take Small Bites argument, your reasoning on mistakes follows the same path. You can mess up and it won 't cost you a thing at a jam, but it still gives you all the benefits of doing it on a live, or bigger, project. r ...