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Daniel Boutros's Blog   Expert Blogs

 

Strange and convoluted career path that started out in London Arcade fighting game tournaments as a player, champion and organiser, led me into journalism and then right through production, consultancy, Biz Dev, PR and eventually right back to Production and Design.

I've worked with The Bitmap Bros (Speedball XBLA), THQ (UFC Undisputed 2009), JAWLtd (Gravity Crash) and Oddworld (Stranger PSN). I've consulted guys in the movie biz on putting games out, and occasionally ghost-write consultations for other people, so they can look smart and knowledgable, as well as big and important.

I've sold my own IPs into what film cos called 'options', and was one of the first and few to sell a 'game option'. And then watch it go nowhere, so I'm doing it myself now.

Finally, I work as a Creative Director for Adept Games. We put out the critically well-received (Eurogamer 8/10!) 'Trixel' in Spring 2009. We got featured by many from IGN to Oprah Magazine and the game was called out as one of the best logic puzzles ever made. Which was nice. 

My goal is to make 'games that make you think', be it in the intellectual or emotional sense of the phrase, and our next project is no small feat.

My present stop on the creative journey is mastering making better UIs, quicker and getting back to my art / twisted humour roots.

 

Expert Blogs

Posted by Daniel Boutros on Tue, 20 Apr 2010 12:22:00 EDT in Design
More brain-farting on the subject of fighting games. Specifically, the relief of victory. And as a side-note, poorly descriptive kinetic UIs in fighting games being the biggest barrier to entry.


Posted by Daniel Boutros on Fri, 23 Oct 2009 10:10:00 EDT in Design
Raw Aggression. A vital part of the fight, a driver for the motions or just a way to illustrate a character?


Posted by Daniel Boutros on Wed, 21 Oct 2009 01:43:00 EDT in Design
Why fighting games need to change their game before they get K.O'd like an old Rocky. I'll update this in parts. Part 1 is up - Tension.



Daniel Boutros's Comments

Comment In: [News - 08/07/2013 - 06:31]

F2P as a model somewhat ...

F2P as a model somewhat copying ye olde Coin Ops will forever be flawed, as you are compelling the user to invest time and energy, but get to a point where they will feel compelled / manipulated to pay to remove friction. r n r n1. Arcade games of yore ...

Comment In: [News - 07/09/2013 - 03:42]

Brandon Big up yourself. r ...

Brandon Big up yourself. r n r nSorry you worked with such a moral guy. Religion has no place in the workplace, at least in a prohibitive manner such as this. r n r nAnd the fun thing about Christians who actually know their own faith, is that they 're ...

Comment In: [News - 12/12/2012 - 01:21]

It 's been a while. ...

It 's been a while. It was crap when it launched remember Like 1.5 or something.

Comment In: [Feature - 11/28/2012 - 04:45]

A great game. One my ...

A great game. One my favorites of the year, pre-Wrath of Lamb. After that, it felt like starting again for me. : r n r nWas stunned it didn 't even get an award nomination at any of the indie shows. Smelled like bullshit to be honest. r n r ...

Comment In: [Feature - 10/12/2012 - 04:00]

Completely agree. The UIs - ...

Completely agree. The UIs - pertaining to in-game cues in the animation and so forth - also don 't hint or teach the rules of the game. It 's all trial and error and for many, frustration. r n r nHad a big long whinge about it here and in ...

Comment In: [News - 08/22/2012 - 03:32]

That 's messed up :-/ ...

That 's messed up :-/ r n r nI 'd be hostile too if I was treated this way