Brandon Sheffield's Expert Blogs
A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings like Cliff Bleszinski, Rami Ismail, and Simon Carless.
In a rare roundtable, Swery, Koji Igarashi, 4gamer journalist Masatoshi Tokuoka, and Necrosoft Games' Brandon Sheffield discuss the future of the japanese game industry.
A lot of people don't realize how much you can do with an expo pass. I'm a big advocate for them, so here's a big explainer!
As the US closes its borders, we lose out on opportunities for cultural understanding. Because of the border closure, no US citizen can attend the Tehran Game Convention, a huge potential stepping stone in our international game development community.
Starting a video game is a lot easier than finishing it. There are a lot of reasons why things get put to the wayside, and in this 2016 retrospective, we discuss five things that we just couldn't finish.
Can taste be learned and acquired? I think you can and should learn to discern your own sense of taste, if you want to make compelling media.
Japanese game director Swery has become a Buddhist monk. What does this mean for his games? What does becoming a monk even entail? Gamasutra finds out.
As the role of publishers changes, how useful are they really, for indies? And which publishers can actually do effective marketing these days?
The original Street Fighter just turned 29. Does anyone remember it? Does anyone care? We decided to ask a bunch of game developers to find out.
I spent several months among the high rollers in a free to play game. Here's what I learned from swimming with the whales.
[More Brandon Sheffield Blogs]