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Justin Nearing's Blog


For the past five years I've been in the Games Industry, from working at large AAA studios on multimillion dollar products; to working at small, social game studios on multimillion dollar products. 

I have shipped products on every platform. 


Member Blogs

Posted by Justin Nearing on Wed, 02 Oct 2013 04:14:00 EDT in Design, Console/PC, Social/Online
Tutorial has unfortunate game-breaking problem that is ruining my GTA Online review, so I rant about it and other things.

Posted by Justin Nearing on Mon, 26 Mar 2012 06:45:00 EDT in Design, Social/Online
Social games have been improving, but the social mechanics behind these systems have not evolved. In this post, I lay down the foundation of what true social gameplay is, and why you would want to create a true social experience within your product.

Posted by Justin Nearing on Wed, 20 Jul 2011 04:20:00 EDT in Design, Social/Online
In previous posts I defined "Social Media" as a product that leverages its community. In this post I'll go a bit deeper into how to leverage a community, and how this is a severely underutilized tool in social games.

Posted by Justin Nearing on Mon, 18 Jul 2011 05:10:00 EDT in Design
What the hell does Social Media mean anyways? I hear the term constantly, I use the term more than I should, and yet Ive never really given much thought into what it actually *means*. In this post I purpose a better term for Social Media.

Posted by Justin Nearing on Tue, 28 Jun 2011 04:20:00 EDT in Design, Social/Online
I designed a collection game in my spare time and wanted to have people really care about the things they were collecting.

Posted by Justin Nearing on Thu, 27 Jan 2011 11:48:00 EST in
In this article we explore Story in social games, and how it can be used to directly grow your game- too bad Story is more of a side-note than anything else these days.

Justin Nearing's Comments

Comment In: [Feature - 03/11/2013 - 09:35]

@Robert - The main problem ...

@Robert - The main problem with RR3 is that the timed gates came too quickly and too hard, blocking content from users who had not yet emotionally invested in the game. However these are just data values that should be easily tuned. The problem is the tuning, not necessarily the ...

Comment In: [Blog - 01/22/2013 - 01:10]

Super interesting read, and a ...

Super interesting read, and a big kudos for revealing actual numbers. r n r nMy thought is that increased number of stores on PC game portals/your own site/etc. helped drive discovery of your apps. I would suspect that the number of impressions- people coming across your game- is much higher ...

Comment In: [Feature - 08/17/2012 - 04:35]

I have been in the ...

I have been in the Vancouver game industry since the start the of global recession, seeing the first crippling hits to EA and how the local industry has grown and adapted in light of new challenges and evolving platforms. Given this perspective, I believe that Vancouver is undeniably the brightest ...

Comment In: [Blog - 08/15/2012 - 02:59]

Excellent rebuttal. r n r ...

Excellent rebuttal. r n r nI would like to point out that Valve has proven the F2P-FPS model with Team Fortress 2. It is an excellent example of transitioning a Pre-paid game into a Free-to-Play game. The result of which has breathed new life into the game and more updates. ...

Comment In: [News - 07/27/2012 - 03:48]

Player-driven development sounds intuitive, you ...

Player-driven development sounds intuitive, you just have to make sure you strike a balance between what your VIP players are saying and what the data shows all players are doing. The limitations of a council of VIPlayers is that they have a narrow experience. This isn 't to say that ...

Comment In: [Blog - 07/15/2012 - 05:12]

Comparing games to other forms ...

Comparing games to other forms of media doesn 't really make sense, because the variables for product success are different. The price of user acquisition, the methods of monetary return, the amount of developers pushing out products are different from other forms of electronic media. r n r nI think ...