Sina Shahbazi's Blog
Hi, I'm a game designer from Tehran, Iran! I've been a modder and mapper for a number of RTS games in the past and have since founded a team while occupying the role of the designer, producing our first game. Studied Materials Science and Engineering for my undergraduate degree and now in business school studying Entrepreneurship for Masters. First commercial designed is a CCG. I'm interested in the philosophy surrounding games, design principles and analysis that gives us a deeper understanding of the underlying mechanisms in games. I believe that a rigorous language can help us better create and analyze games, which I currently find lacking in the world of games.
Areas of interest include:
- Game design theory, particularly systems design
- Philosophy of games and schools of thought in games particularly formalism
- Differing monetization models and their link to design
- Studio growth and business progress
A postmortem of the financial disastrous, but well-received game Amazia created for the mobile platform. Read on how a single pivot and decision in development ultimately changed the fate of the game.
8 years ago industry veteran and observer James Portnow wrote a post titled "Ludus Florentis: The Flowering of Games" predicting a drastic change in our industry. With sufficient time having passed since, let's recap and see how those predictions went.
Hellblade: Senua's Sacrifice was released to widespread acclaim. As an independently made and published game with high production standards it has since been heralded as a role model for games. In this article I'll be challenging that idea.
In this post I break down randomness by its objective features that exist in all random elements and examine how these fields and parameters may interact and be balanced without adhering to a singular rule.
Sina Shahbazi's Comments
[Blog - 04/01/2018 - 01:27]
That wasn 't my intention. ...
That wasn 't my intention. My co-founder had unreal levels of efficiency, but as organization theory teaches us, efficiency must be partnered with effectiveness i.e the correct decisions for great results. While we 're not as close as we once were anymore, we still hold positive relations.
[Blog - 03/16/2018 - 08:19]
I swear, this right here ...
I swear, this right here is a seminal piece of work on game design. First, identifying that the nature of play is fundamentally social is very important. Second, the trust spectrum as you named it, is a newly discovered axis to dissect games which to me seems just as fundamental ...
[Blog - 03/14/2018 - 10:16]
Reading this feels almost like ...
Reading this feels almost like deja vu for me. So many of these issues were exactly the same issues I have faced over the past year, and oh look now we 're getting defunct. Choosing the right team members is what makes or breaks an indie team, and having no ...
[Blog - 02/20/2018 - 05:05]
I 've read both this ...
I 've read both this and the previous article and they have really changed my perspective on marketing for games, so thanks for that. A nagging problem for me is though, how do you build your funnel before launch There is no purchase to be made then and you can ...
[Blog - 02/15/2018 - 09:07]
I 've had enough Anyone ...
I 've had enough Anyone serious about game development and the business surrounding it can tell that loot boxes are neither gambling, unethical or should be banned. These are just reactionary responses from people who don 't like the scheme and are trying to scapegoat it under ethical concerns. r ...
[Blog - 02/06/2018 - 01:39]
While this was an interesting ...
While this was an interesting read, the population set of the study is too small to draw conclusions on variables and influencing factors, and I don 't mean that in the academic you have to be super accurate sense. r n r nFor example my gut tells me that the ...