Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 18, 2017
arrowPress Releases






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


 

Scott Jon Siegel's Blog   Expert Blogs

 

I make games for everyone.

Since 2008 I've been designing casual, social and mobile games for some of the biggest companies in the industry, and have helped launch successful titles like Gardens of TimeCafé WorldCity of Wonder, and Scramble Live. I'm currently working as a game design consultant, and also seeking collaborators for innovative casual game prototyping and development.

When I'm not hard at work, I can be found biking through San Francisco, singing my heart out at karaoke, and literally climbing up the walls.

You can find more about me at numberless.net

 

Expert Blogs

Posted by Scott Jon Siegel on Wed, 29 Mar 2017 10:05:00 EDT in Business/Marketing, Design, Production
Meetings suck, but they don't have to! I designed seven simple rules to make every meeting a good meeting -- they end on time, everybody knows what to do, everybody feels heard and, most importantly, everybody leaves feeling energized rather than drained.


When designing microtransactions in games, we can easily forget the players' capacity to weigh their choices based on the perceived value. This post breaks down the transactional relationship between a player's time, money, and access to game content.



Scott Jon Siegel's Comments

Comment In: [Blog - 06/03/2015 - 02:15]

Thank you, Laralyn. I wish ...

Thank you, Laralyn. I wish this wasn 't the case, but I 've seen it at every company I 've worked at.

Comment In: [Blog - 10/24/2014 - 01:56]

Thank you, Frank. ...

Thank you, Frank.

Comment In: [News - 09/25/2014 - 07:04]

What does this mean for ...

What does this mean for other companies who hold patents on game design and development practices r n r nLike, oh, I don 't know http://patents.justia.com/company/zynga

Comment In: [Blog - 07/31/2013 - 05:13]

Sounds similar to a talk ...

Sounds similar to a talk I gave a few years back on the same thing, only more focused on the then-not-quite-dead-yet social games space: r nhttp://www.scribd.com/doc/41760328/David-vs-GoliathVille-A-Call-to-Arms-for-Indie-Social-Game-Designers

Comment In: [News - 04/02/2013 - 01:01]

I think the precipitous drop-off ...

I think the precipitous drop-off was actually a natural part of the game 's lifecycle. For a hot minute, EVERYONE was playing Draw Something. And then EVERYBODY burnt out on it. The brightest candles burn the fastest. r n r nI believe the sharkfin would 've happened with or without ...

Comment In: [News - 10/15/2012 - 03:15]

Things are never as black ...

Things are never as black and white as a good legal team can make them seem.