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September 25, 2021
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Kwasi Mensah's Blog   Expert Blogs


I just started Ananse Productions! Check out

I’m Kwasi Mensah. I graduated from Carnegie Mellon’s School of Computer Science in 2008. I’ve had the privilege of being a programmer at Demiurge Studios for two years working on projects as varied as Borderlands, Green Day: Rock Band, Mass Effect: Pinnacle Station, and WordFu. I also worked on Medal of Honor Airborne as an intern at Electronic Arts. You can email me at [email protected] or follow me on twitter( insomniac2846 )


Expert Blogs

Posted by Kwasi Mensah on Tue, 16 Aug 2011 09:05:00 EDT in Production
In this post I look at why task estimation doesn't come naturally to us and try to see what we can do to help it.

Posted by Kwasi Mensah on Mon, 27 Jun 2011 12:43:00 EDT in Design
In this post we talk about how games that want to inspire change should aim to affect player's intrinsic motivations.

Posted by Kwasi Mensah on Thu, 28 Apr 2011 08:45:00 EDT in Business/Marketing
A response to the PSN debacle and the lack of coverage on the people who actually stole our information.

Posted by Kwasi Mensah on Mon, 18 Apr 2011 11:31:00 EDT in Design, Production
We're taking a trip down memory lane to show everyone how far Stem Stumper has come. Today starts a new series chronicling the evolution of the game.

Posted by Kwasi Mensah on Tue, 15 Mar 2011 03:13:00 EDT in Business/Marketing
Thoughts on how our weekend at PAX East went and what we've learned about trying to show our game to the 70,000+ people in attendance.

Posted by Kwasi Mensah on Fri, 11 Feb 2011 09:08:00 EST in Programming
A discussion on how to manage frame rates using IOS as an example.

Kwasi Mensah's Comments

Comment In: [Blog - 02/13/2011 - 10:38]

Good solution. One thing you ...

Good solution. One thing you have to watch out for is that people on the iPad are playing a slightly different game since they have more information to work with. It shouldn't be a problem unless they're using the same leaderboards as iPhone/iPod touch players.

Comment In: [Blog - 01/26/2011 - 04:17]

D'oh. Thanks for the correction. ...

D'oh. Thanks for the correction. Fixing it now.

Comment In: [Feature - 12/23/2010 - 04:50]

I just finished a followup ...

I just finished a followup post on my site. It's not exactly game related so I didn't want to post the full article on Gamasutra.

Comment In: [Blog - 12/17/2010 - 12:07]

Wow awesome read. I don't ...

Wow awesome read. I don't think anyone's drawn all of those connections to real life hashshashin before. I was definitely a player that wrote of AC1 as needlessly repetitive. I'm tempted to pick it up again this weekend without the GPS.

Comment In: [Blog - 02/23/2010 - 10:51]

@Reid . I agree that ...

@Reid . I agree that making games more accessible to gamers is an important issue. However, the author does bring up that the costs of these features can be prohibitive to AAA title. For example, the time to implement and debug a player AI is non-trivial. The long term answer ...

Comment In: [Blog - 10/07/2009 - 03:10]

actually, const cast will work ...

actually, const cast will work correctly as long as the object wasn't originally const. So you can implement the const version in terms of the non-const version, but you'll have to const cast the this pointer. For example: MyObject strictLookup int idx return contents idx //yes, I should be ...