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August 4, 2021
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Andreas Papathanasis's Blog   Expert Blogs


I am a game developer based in Edmonton, Canada. Over the past decade, I have worked with two world-class studios - BioWare and Supercell, on various technical, design and production roles. These are two radically different companies, each with huge strengths but also some weaknesses, but they are both very successful because they have made amazing games and series that players around the world enjoy playing for years. My experiences with them have exposed me to very diverse teams, methodologies, schools of thought within the games industry. They also gave me the opportunity to work on two of my favourite games of all time, Clash of Clans and Dragon Age: Origins.

I am currently working on Hades' Star and Battleship Apollo. At the same time, I am looking to create the right environment for a small team of exceptional individuals to thrive and create great social games. I am actively looking to partner up with other passionate developers across the world, and I believe writing down my thoughts on this blog will help other people decide whether they want to work with me. Not that I'm looking for people who agree with everything I say (quite the opposite, I'd prefer people who constantly challenge my views). But what I *am* looking for, and won't compromise on, is people who share a similar passion for specific kinds of games.

If you are a developer and/or player with feedback on any on my posts, please get in touch.


Expert Blogs

Our industry is obsessed with complexity, with brutal consequences in employee wellbeing and product quality. It's time to start talking about this unhealthy obsession.

Posted by Andreas Papathanasis on Wed, 17 Jan 2018 09:37:00 EST in Design, Social/Online
Very often in a social game, the same feature can result in significantly different player experiences, depending on the relationship between the participating players. In this post we present some examples from our own game.

Posted by Andreas Papathanasis on Fri, 21 Jul 2017 12:33:00 EDT in Business/Marketing, Indie, Social/Online, Smartphone/Tablet
Despite the mobile market being challenging and full of uncertainty, we are comfortable staying far away from one of the most popular ways to make money in it.

Posted by Andreas Papathanasis on Wed, 19 Oct 2016 10:02:00 EDT in Business/Marketing, Smartphone/Tablet
After my first post about the tech arms race in the AAA space, I ponder why the same mindset isn't prevailing in mobile games.

Posted by Andreas Papathanasis on Tue, 24 May 2016 02:02:00 EDT in Design, Smartphone/Tablet
My recent experiences going back to PC and console games have reminded me of friction I can no longer tolerate.

Posted by Andreas Papathanasis on Mon, 18 Apr 2016 11:38:00 EDT in Business/Marketing, Smartphone/Tablet
As I'm preparing to start a small company, I present the guidelines I will use to navigate and survive in the current mobile market.

Andreas Papathanasis's Comments

Comment In: [News - 08/14/2020 - 12:43]

I doubt Epic 's main ...

I doubt Epic 's main goal is to win the lawsuits. Under current laws that 's unlikely. This is mainly about increasing the pressure on legislators to outlaw these practices as anti-competitive, and about getting the public 's support the latter can help with the former .

Comment In: [News - 03/26/2019 - 11:01]

there is a growing demand ...

there is a growing demand for premium titles r n r nSource This seems like a particularly strange argument to throw out without backup as it goes against anything we actually see in the app stores. And, it seems a lot of your analysis relies on this. r n r ...

Comment In: [Blog - 06/26/2018 - 09:59]

Same problem with our app. ...

Same problem with our app. r n r nThere is no doubt a change intentional or not negatively affecting a lot of developers. It 's also possible some developers were positively affected those are very unlikely to complain with the rest of us . The fact that this was not ...

Comment In: [Blog - 08/22/2017 - 10:05]

Here 's an explanation you ...

Here 's an explanation you could have given your surprised customers: r n r n You can expect such Zynga-style furors to happen to any game with any semblance of a community that uses shady dynamic pricing techniques. When players care about the game enough to talk to each other ...

Comment In: [Blog - 07/21/2017 - 12:33]

The only monetization method I ...

The only monetization method I reject is ads. I believe every other model can be implemented in a way that builds trust with players. Ads, by nature, cannot.

Comment In: [Blog - 10/19/2016 - 10:02]

There 's also the classic ...

There 's also the classic Is this feature worth the effort . Sometimes it 's a valid concern never understimate the cost of putting in a bug-free feature in the average super-complex AAA engine, even if the feature itself is trivial . Sometimes it 's code for we don 't ...