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January 21, 2018
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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
  • Crowdfunding
  • Studio growth and business progress
 

Member Blogs

Posted by Sina Shahbazi on Tue, 02 Jan 2018 03:53:00 EST in Business/Marketing, Design, Production, Console/PC, Indie
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.


Posted by Sina Shahbazi on Thu, 02 Nov 2017 09:54:00 EDT in Business/Marketing, Production, Console/PC
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.


Posted by Sina Shahbazi on Fri, 04 Nov 2016 01:45:00 EDT in Design
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

Comment In: [Blog - 01/19/2018 - 11:25]

I was thinking about this ...

I was thinking about this topic just a few days ago. I think the real pattern here is to deliver something of real value alongside the platform. It 's the exact same problem with trying to create a new console. There are two types of challenges: technical challenges and marketing ...

Comment In: [Blog - 01/17/2018 - 06:19]

Okay, I 've got a ...

Okay, I 've got a lot to say here. First off, this post is basically what I 've been saying for the past half-year, point-for-point, and I 'm glad someone as big as you has brought back attention to it although admittedly this is on the mind of a very ...

Comment In: [News - 01/11/2018 - 09:17]

Paradox is a great publisher, ...

Paradox is a great publisher, and their execution on their vision has been very smart over the past few years, with lots of growth and win-wins across the board.

Comment In: [Blog - 01/08/2018 - 09:10]

Thank you for your article ...

Thank you for your article Ramin. Looking forward to part 2. The more time passes, the less I appreciate games as a cultural and artistic venue for humanity and more cynical as a business that tricks people into paying money.

Comment In: [News - 12/15/2017 - 02:34]

I could have sworn I ...

I could have sworn I had heard the news of Stingray getting discontinued many months ago. Feels like deja vu. Anyway, I felt sad then, and I still feel that Stingray missed a golden opportunity. The integration of tools that they could have provided was a very strong point, they ...

Comment In: [Blog - 12/07/2017 - 09:35]

As I had expected and ...

As I had expected and told you at your previous article, the line between what you 'd consider Lightside and Darkside F2P is not one of a checklist of features, but of a broad subjective impression on part of the end user. I find it ironically fitting that you also ...