Timothy Ryan's Blog
Tim Ryan is a veteran video game designer and producer having worked in the industry since the early 90's. He is an irregular contributor to Gamasutra. His articles are in the design and production archives. E-mail: Tim@FireMuse.net
I found myself experiencing deja vu for a design problem I encountered 20 years ago ...have I not learned from my mistakes?
Whether you are the captain of your own ship or just an officer on the deck, there's a lot you can do as game producer to improve timeliness and quality. Here's a checklist out of the Game Producer's bag of tricks.
Everything I wish I knew about video slot games before I started making them
It should be no surprise that at a game studio, that some of the production processes, reports and cultural rules become games unto themselves.
Old school game designer encounters the world of AB Split Testing
A long time ago in an apparently failed interview for a Halo 2 producer spot I was asked by the leads "What would you do to reduce crunch?" then by the studio management "What would you do to make the team work harder?" I think I have a better answer now.
Timothy Ryan's Comments
[Blog - 08/29/2017 - 09:20]
I really miss the days ...
I really miss the days of retail pricing and the old Value Proposition ... alas, is it possible to go back with so many publishers still offering F2P/Pay2Win games
[Blog - 08/01/2017 - 01:13]
Every company has its own ...
Every company has its own unique problems that breaks best practice and breaks sprints. Improvements can be slow going.
[Blog - 07/12/2017 - 10:08]
So unlike online games, regulatory ...
So unlike online games, regulatory restrictions means we can 't do live AB Split testing. There is a lot of analysis prior to release and many iterations of a math model before one is blessed. Then after release the data source is the operators and your sales numbers. This is ...
[Blog - 06/23/2017 - 09:48]
This article reads like an ...
This article reads like an employee review or an engineer managing up. Does the person exist Really Consistently, no. If the industry has taught me anything, you often have to make do with what you have or can recruit. I 'd make this into a scorecard.
[Blog - 06/16/2015 - 02:56]
7- We are not programmers, ...
7- We are not programmers, artists or designers but we are consumers and recognize when our competitors are doing something better. r n r nCouple of points on this one. r n r n- Many producers, often your best producers, rose up through the ranks as a programmer, artist or ...
[News - 04/10/2015 - 07:03]