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September 25, 2017
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David Canela's Blog

 

Hi, I'm a game and audio designer from Switzerland/Spain. In a previous life I worked in the legal field, but then decided creating rules that bring people joy could be even more fun than working with the rules of society ;) When I'm not doing contract work in the audio field (sound effects and music), I currently work on my own game called Modsork.

 

Member Blogs

Posted by David Canela on Mon, 23 Jan 2017 09:43:00 EST in Design, Console/PC
A brief, case-study based observation on how designers can work around limitations and weaknesses of input and output hardware by making smart choices about their game's fictional world.


Posted by David Canela on Fri, 12 Aug 2016 08:22:00 EDT in Design, Console/PC, Indie
A look at the design motivations and the reasoning behind the overhaul of MODSORK's power-up system. How the implementation of gesture-activated special abilities improves the game on visceral and strategic layers, as well as its conceptual coherence.


Posted by David Canela on Mon, 18 Apr 2016 01:18:00 EDT in Design, Production, Console/PC, Indie
Recently, I've prioritized unusual things such as menus & a tutorial over developing gameplay features or producing content. Here I explain how and why my approach of taking the game to as many game shows as possible drove these decisions.


Posted by David Canela on Tue, 13 Oct 2015 01:29:00 EDT in Business/Marketing, Indie
Thoughts and learnings on showing your game at game events, based on experiences from various game expos in the last 6 months, from a one-man studio's perspective. Topics: Should you even go?; Preparation; Booth Design; During the Show; Aftermath;


Posted by David Canela on Mon, 27 Apr 2015 11:47:00 EDT in Business/Marketing, Console/PC
There is cultural value in a healthy, open and free mod scene. Will the addition of easy monetization routes somehow harm the modding community? I'm optimistic that it'll turn out fine, even if there will be casualties.


Posted by David Canela on Wed, 21 Jan 2015 12:55:00 EST in Design, Console/PC
A critical look at some of DA:I's menus (on PS4) and how they're accessed, along with ideas how they could be handled differently. Focus lies on 1) unresponsiveness of character switching inside menus and 2) the crafting/modification menus.



David Canela's Comments

Comment In: [News - 09/19/2017 - 05:00]

A few things that come ...

A few things that come to mind: r n r n-while big games might get the large numbers of reviews where indeed things probably work themselves out over time, for smaller indie games this is no solution. Get bombed early on and that 's it, your game is done. r ...

Comment In: [Blog - 08/07/2017 - 09:43]

Thanks for sharing, looking forward ...

Thanks for sharing, looking forward to playing it. I have to admit, the adaptive music is one reason why I backed this project, because I 'm also working on a game with beat-synced gameplay and adaptive audio it 's called MODSORK https://youtu.be/jShLu5yMbuE and I was curious how you guys tackle ...

Comment In: [Blog - 07/31/2017 - 10:27]

Launch discounts seem an appropriate ...

Launch discounts seem an appropriate way to reward early adopters. The way the system works, with steam reviews and thresholds you need to cross to even be able to get the better rating scores, there 's a lot of value in making sales earlier rather than later. To a degree, ...

Comment In: [Blog - 07/19/2017 - 10:54]

While some gamers complain very ...

While some gamers complain very loudly about too many games , I 'm not sure limiting the number of games in your store actually is a customer-friendly policy. As with lots of user feedback, I believe it 's important to take it seriously and as an indication that something can ...

Comment In: [News - 06/02/2017 - 11:21]

I agree about the low-hanging ...

I agree about the low-hanging fruit. It makes simply no sense at all to recommend or feature games on the store page to a user that already has them, it 's a waste of precious real-estate and attention. The user just gets irritated and Valve and other devs miss an ...

Comment In: [News - 02/17/2017 - 06:54]

This is slightly off-topic, but: ...

This is slightly off-topic, but: r nAre expectations really that high for HL3 Isn 't it possible a large amount of people would be perfectly happy with a competent shooter that brings closure to that storyline Doom worked. Wolfenstein worked. Titanfall 2 was lauded for its campaign. It didn 't ...