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Richard Atlas's Blog

 

Richard Atlas is the CEO of Clever Endeavour Games, a game development studio based in Montreal, Canada. He and his team are working on a game called Ultimate Chicken Horse. He time is split between game design, level design, business development, marketing, PR, social media, and community management. Feel free to find him on Twitter @RichMakesGames :)

 

Member Blogs

Posted by Richard Atlas on Mon, 23 Oct 2017 09:30:00 EDT in Business/Marketing, Production, Console/PC, Indie
This post talks about some cognitive biases to avoid while making games or running a game studio, and links to some good resources about biases as well.


Posted by Richard Atlas on Wed, 23 Aug 2017 09:59:00 EDT in Business/Marketing, Production, Indie
In this blog post, I talk about some of the things that I think it's important for non-developers to know about our industry. Could be useful for industry folks to discuss as well...


Posted by Richard Atlas on Wed, 15 Mar 2017 10:01:00 EDT in Business/Marketing
In today's blog, I talk about moving from business to friendship throughout my experiences at GDC and PAX, and why I think it's important.


This blog post will cover how to bring your game from Canada into the US for trade shows (legally) and how to avoid complications about importation, merchandise and other issues.


Posted by Richard Atlas on Thu, 02 Feb 2017 11:05:00 EST in Design, Production, Console/PC, Indie
This blog is an explanation of what goes into porting a game to console, designed for the average person (i.e. non-developer) to be able to understand. Use this to answer your community! Or not. Up to you, really.


Posted by Richard Atlas on Wed, 21 Dec 2016 11:37:00 EST in Business/Marketing, Design, Production, Console/PC, Indie, Social/Online
In this short blog, I want to talk about how we plan to brainstorm for our next game idea and ask the community what their thoughts are.



Richard Atlas's Comments

Comment In: [Blog - 10/23/2017 - 09:30]

Yeah, I think it depends ...

Yeah, I think it depends on how you define your studio. There is money to be had in innovation through research grants, more experimental media funds, etc. But in our case at least, we 're aiming to make games that are creative and innovative but also financially viable.

Comment In: [Blog - 02/02/2017 - 11:05]

You 're very right We ...

You 're very right We ended up having to go back and rewrite parts of code because of that exact reason... we had to take out the Steam specific things and make the code work for any console or at least leave gaps in the code where those platform-specific things ...

Comment In: [Blog - 04/29/2016 - 03:16]

Haha thanks Alex : and ...

Haha thanks Alex : and yes, note taken about Europe and costs For sure we were lucky that we were driving and staying in a hostel, but our hostel was actually great. Free breakfast in the morning, good amenities, safe, etc. and cost us around 45 US per person per ...

Comment In: [Blog - 04/19/2016 - 12:21]

Looks good I 'm wondering ...

Looks good I 'm wondering if the subscribers numbers is pulled from the data from the link or if it 's something static that you copy pasted Also, is there a way to access this to edit it, that is, save it as an excel or Google Sheet Great work

Comment In: [Blog - 12/03/2015 - 01:05]

Agreed Also, fixed the broken ...

Agreed Also, fixed the broken image links :

Comment In: [Blog - 07/17/2015 - 02:08]

Those are some good points. ...

Those are some good points. I think the underlying key is in understanding the members of the team, and convincing them that it 's worth doing whatever it is you 're doing. Sometimes I think people need a bit of push to communicate, so I think it can be useful. ...