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January 24, 2018
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Sergio Rosa's Blog


Founder and "Somewhat-Creative Director" of The Domaginarium, an independent game development studio. Just released story-driven adventure/"empathy game" titled Enola, on Steam.

He is also addicted to screenwriting and storytelling in general.

You can follow Sergio on Twitter at @magnolia_fan and you can also visit his blog.


Member Blogs

Posted by Sergio Rosa on Thu, 09 Nov 2017 09:50:00 EST in Design, Console/PC
Why do some have problems with a "skip boss" button or "exploration mode" but, at the same time, consider unskippable cutscenes/dialogues a design flaw? Could it be that gameplay and story are not working together to deliver a cohesive experience?

Posted by Sergio Rosa on Wed, 04 Oct 2017 09:34:00 EDT in Business/Marketing, Indie
The “game development industry” in this country is currently a mixed bag, and I do think we are doing pretty bad, from the limited number of games to the extremely long development times. However, there's chance things will improve in the near future.

Posted by Sergio Rosa on Fri, 22 Sep 2017 12:10:00 EDT in
Back in 2011 I began to write a series about building a game development studio in El Salvador, but I didn't get past the 4th part. I figured I'd look back to see what's been happening and how things have changed in the last 6 years.

Posted by Sergio Rosa on Tue, 01 Mar 2016 03:52:00 EST in Design, Art, Indie
I’d like to see horror games like Haunting Ground come back, because we need modern horror videogames that become classics in a way that, 10 years from now, people will still be saying you should play X horror game that was released in 2016.

Posted by Sergio Rosa on Wed, 17 Feb 2016 02:08:00 EST in Design, Console/PC, Serious, Indie, Social/Online
For some reason, violence in videogames is not nearly as important as Cammy or Mika showing too much skin in Street Fighter V.

Posted by Sergio Rosa on Mon, 10 Aug 2015 02:31:00 EDT in Design, Art, Console/PC, Indie
Enola was a challenging game to make. Not because it was hard to program, but because it was about sensitive subjects (and way too many subplots). Maybe it wasn’t the best option for a “first” game, but we're happy with the game we made.

Sergio Rosa's Comments

Comment In: [News - 10/19/2017 - 04:05]

Technically that is not true. ...

Technically that is not true. While SOME Hollywood movies will make a profit, others just make their money back and around half of the movies lose money. The issue is a little more complicated than it cost this much... and it made this much back... so PROFIT r n r ...

Comment In: [News - 09/20/2017 - 05:33]

That 's a good idea ...

That 's a good idea that could help early access games a lot, so devs don 't find themselves hunting for feedback in reviews, forums, screenshots, videos...

Comment In: [News - 09/22/2017 - 11:32]

Yeah, because a bunch of ...

Yeah, because a bunch of people in a third person shooter last-man-standing deathmatch is something the world had never seen until PUBG. It 'd be interesting to see devs whose games PUBG took inspiration from go after Bluehole. r n r nWhy some devs turn into such insert whatever word ...

Comment In: [Blog - 08/02/2017 - 09:51]

Pretty good article, and I ...

Pretty good article, and I think you 're absolutely right when you mention things about themes, subjects and such. Here in El Salvador the government is supporting the local industry, but their approach is flawed from the start, because it is obvious they are more interested in kickstarting new projects ...

Comment In: [News - 03/20/2017 - 02:21]

While DirectX support would require ...

While DirectX support would require Star Citizen players to run Windows 10 on their machine to play... r n r nThat statement makes me wonder how come my Windows 7 computer could run the build they made available during the free weekend a few months ago... r n r nBut ...

Comment In: [News - 08/29/2016 - 03:06]

some No Man 's Sky ...

some No Man 's Sky owners were asking for -- and receiving -- refunds after playing the game for as long as 50 or more hours. r n r nSo people really needed 50 hours of gameplay to realize the game didn 't fill their expectations Sounds more like a ...