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July 25, 2017
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Timothy Ryan's Blog   Expert Blogs

 

Tim Ryan is a veteran video game designer and producer having worked in the industry since the early 90's. He is an irregular contributor to Gamasutra. His articles are in the design and production archives. E-mail: Tim@FireMuse.net

 

Expert Blogs

Posted by Timothy Ryan on Wed, 12 Jul 2017 10:08:00 EDT in Design, Production, Social/Online, Smartphone/Tablet
Everything I wish I knew about video slot games before I started making them


Posted by Timothy Ryan on Thu, 23 Mar 2017 06:15:00 EDT in Production
It should be no surprise that at a game studio, that some of the production processes, reports and cultural rules become games unto themselves.


Posted by Timothy Ryan on Wed, 21 Dec 2016 11:37:00 EST in Programming, Production
Old school game designer encounters the world of AB Split Testing


Posted by Timothy Ryan on Mon, 23 Mar 2015 12:53:00 EDT in Production, Console/PC
A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now.


Posted by Timothy Ryan on Wed, 02 Oct 2013 09:19:00 EDT in Production
DOs and DON'Ts for recruiters.


Posted by Timothy Ryan on Tue, 07 Feb 2012 06:15:00 EST in Production, Console/PC
How to marry both methods of scheduling and the benefits of doing both



Timothy Ryan's Comments

Comment In: [Blog - 07/12/2017 - 10:08]

So unlike online games, regulatory ...

So unlike online games, regulatory restrictions means we can 't do live AB Split testing. There is a lot of analysis prior to release and many iterations of a math model before one is blessed. Then after release the data source is the operators and your sales numbers. This is ...

Comment In: [Blog - 06/23/2017 - 09:48]

This article reads like an ...

This article reads like an employee review or an engineer managing up. Does the person exist Really Consistently, no. If the industry has taught me anything, you often have to make do with what you have or can recruit. I 'd make this into a scorecard.

Comment In: [Blog - 06/16/2015 - 02:56]

7- We are not programmers, ...

7- We are not programmers, artists or designers but we are consumers and recognize when our competitors are doing something better. r n r nCouple of points on this one. r n r n- Many producers, often your best producers, rose up through the ranks as a programmer, artist or ...

Comment In: [News - 04/10/2015 - 07:03]

Egad. Someone fire that Microsoft ...

Egad. Someone fire that Microsoft producer. Scope increase without pay is a recipe for disaster.

Comment In: [News - 04/14/2014 - 11:30]

Poor vision, lack of real ...

Poor vision, lack of real MMORPG experience at the helm, unattainable design expectations and insurmountable restraints. We saw a sneak peak a year ago that showed the graphical vision which was EXCELLENT btw, clearly some great artists lost their jobs but as we all know, a good graphics demo does ...

Comment In: [Feature - 10/19/1999 - 12:00]

Wow, this is really dated. ...

Wow, this is really dated. I should rewrite it. : Thanks, Gamasutra. I 'm glad this remains available.