Gamasutra - Blogs /blogs/ Sam Coster's Blogs Sat, 29 Aug 2015 05:21:58 EDT en-us (Simon Carless) Process - the way game design reflects life - by Sam Coster Production,Serious,Indie In this short talk I outline the core idea of Process, the art of breaking things down into manageable pieces, and how its execution in games can be grafted onto one's life to help gain control and solve most any problem. Tue, 11 Aug 2015 01:53:00 EDT Telling stories in Crashlands - by Sam Coster Design,Indie Crashlands contains a lot of story and comes with the Creator, a tool to let players make their own stories. But narrative and sandbox games have conflicting and complex interactions. In this article, Adam explains how it works in Crashlands. Mon, 20 Jul 2015 02:30:00 EDT Greenlit in 42 hours - BY WHAT FOUL MAGICKS?! - by Sam Coster Business/Marketing,Production,Console/PC,Indie,Smartphone/Tablet This post will detail how we got Crashlands, our adventure crafting RPG, through Greenlight in just 42 hours by focusing on the trailer. Wed, 08 Jul 2015 02:09:00 EDT How the foraging habits of spider monkeys informed our game design - by Sam Coster Design,Indie Nailing that feeling of Exploration is a tricky and necessary task for an open-world game. We realized that our game was struggling in this arena, and only after a few accidents (and research on Spider Monkeys) did we figure out how to fix it. Fri, 06 Feb 2015 01:35:00 EST Randomly Interesting Combat - by Sam Coster 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. Thu, 22 Jan 2015 11:15:00 EST How we unbroke our crafting system - by Sam Coster 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 PlayerÂ’s experienced Crafting in our upcoming title, Crashlands. This is how we fixed it. Thu, 15 Jan 2015 03:33:00 EST