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October 20, 2017
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Tom Battey's Member Blogs

Posted by Tom Battey on Mon, 01 Sep 2014 10:41:00 EDT in Business/Marketing, Console/PC
As Sony and Microsoft continue to stretch the meaning of the word 'exclusive', I ponder how all these 'exclusives' actually benefit us as consumers.

Posted by Tom Battey on Mon, 28 Jul 2014 03:03:00 EDT in Design
Nostalgia in the games industry can play an important part in upholding gaming heritage, and can benefit the future generation of game designers by preserving genres and design philosophies.

Posted by Tom Battey on Mon, 23 Jun 2014 01:35:00 EDT in Design, Console/PC
The rise of the Kickstarter franchise reboot and the HD remake prove that nostalgia is a powerful force in gaming - but how can we design our games to tap into this rich vein of nostalgia in our audience?

Posted by Tom Battey on Mon, 12 May 2014 01:53:00 EDT in Design, Console/PC
From Software's Souls series' deliberately ambiguous storytelling has formed a dedicated fan community, with hours of YouTube footage discussing story speculation. What are the advantages and disadvantages to using ambiguity in narrative design?

Posted by Tom Battey on Fri, 25 Apr 2014 01:49:00 EDT in Design, Console/PC
A look at how From Software creates a truly interactive narrative in the Souls series by using elegant world building and narrative design.

Posted by Tom Battey on Wed, 09 Apr 2014 01:35:00 EDT in Design, Console/PC, Social/Online
When games rely on an active online player base to populate their worlds, what happens when we pick up these games in a few years time only to find that no one is playing anymore?

Posted by Tom Battey on Wed, 29 Jan 2014 01:41:00 EST in Design, Console/PC, Indie
A relentless focus on innovation means we can lose the ability to express ourselves through certain game genres. We need to get over innovation and start enjoying games in their own rights.

Posted by Tom Battey on Thu, 16 Jan 2014 01:24:00 EST in Business/Marketing, Design, Console/PC, Indie, Crowdfunding
Broken Age represents a new type of gaming experience - one that blurs the line between customer and developer. What does this mean for games criticism?

Posted by Tom Battey on Wed, 04 Dec 2013 02:27:00 EST in Design, Console/PC
In celebration of the recent launch of A Link Between Worlds, I embark on a frankly pointless quest to identify what would make the perfect Zelda game.

Posted by Tom Battey on Thu, 28 Nov 2013 03:18:00 EST in Business/Marketing, Design, Smartphone/Tablet
What happens when you want to pay for a game, but the game doesn't offer you an appealing way to spend money?

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