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November 19, 2019
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Seth Sivak's Blog   Expert Blogs


CEO - Proletariat Inc.

Ex-Lead Designer of Indiana Jones Adventure World (Zynga Boston)

Previous job titles: Gameplay Engineer, Product Manager, Lead Designer, Executive Producer

Previous companies: Zynga, Conduit Labs, Walt Dinsey Imagineering

Follow me on twitter (if you are up for it) @sjsivak

See me GDC 2012 talk here:


Expert Blogs

Posted by Seth Sivak on Wed, 12 Aug 2015 01:04:00 EDT in Design, Production, Smartphone/Tablet
Short overview of a GDC Europe postmortem that focused on data driven design.

Posted by Seth Sivak on Thu, 17 Jul 2014 02:52:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
Discussion about our experience co-working with Harmonix and why it is important to talk/meet/share with other developers.

Posted by Seth Sivak on Thu, 24 Apr 2014 01:45:00 EDT in Production, Console/PC, Indie, Smartphone/Tablet
Push the team and embrace a little bit of crunch. You will be glad you did.

Valve gave tips and strategies for in-game real-money economies at Steam Dev Days. Here is a breakdown and analysis on them.

Posted by Seth Sivak on Tue, 10 Dec 2013 10:03:00 EST in Business/Marketing, Smartphone/Tablet
Part 3 of the series covers Pitching and Pitch Structure. Read this for helpful tips before your next presentation.

Posted by Seth Sivak on Wed, 04 Dec 2013 10:00:00 EST in Business/Marketing, Smartphone/Tablet
Second post in the series focuses on Networking with some examples of places to start and some strategies to find success.

Seth Sivak's Comments

Comment In: [Blog - 04/24/2014 - 01:45]

By pushing harder and overfilling ...

By pushing harder and overfilling the bucket you need to prioritize more than if you planned perfectly, forcing a more ruthless filtering of what is important. Crunching forces you to cut. Without this pressure there is no challenge to the original ideas and priorities, which could very likely be wrong ...

Comment In: [Blog - 10/09/2013 - 01:11]

Hahaha. I wanted to use ...

Hahaha. I wanted to use images but one of the other members of my team came up with the idea for music videos. And that is the review - feedback - iteration process at work ladies and gentlemen.

Comment In: [Blog - 03/05/2013 - 12:00]

Hi Ben Kenobi , r ...

Hi Ben Kenobi , r n r nThe article has been updated to make that point a bit more clear. I hope this helps. I tried to keep the article short while still pointing to examples that developers could actually use and think about while building their games. The goal ...

Comment In: [News - 01/29/2013 - 08:18]

FYI, he was at the ...

FYI, he was at the Baltimore studio, not the Boston studio. r n r nKris you can remove this comment.

Comment In: [News - 08/30/2012 - 05:06]

Speaking as a designer from ...

Speaking as a designer from a Zynga product and this product in particular , I can assure you that I did not come to resent the players of Adventure World. Trying to make a game appealing for an audience beyond yourself is actually an interesting design challenge and a valuable ...

Comment In: [News - 02/16/2011 - 04:25]

I disagree with this for ...

I disagree with this for two reasons: 1. A game doesn't need to be synchronous to be social. I have a been playing strategery with a friend for months now and we never play it at the same time. We talk about the games when we are not playing, ...