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David Canela's Blog

 

Hi, I'm a game and audio designer from Switzerland/Spain. In a previous life I worked in the legal field, but then decided creating rules that bring people joy could be even more fun than working with the rules of society ;) When I'm not doing contract work in the audio field (sound effects and music), I currently work on my own game called Modsork.

 

Member Blogs

Posted by David Canela on Wed, 21 Jan 2015 12:55:00 EST in Design, Console/PC
A critical look at some of DA:I's menus (on PS4) and how they're accessed, along with ideas how they could be handled differently. Focus lies on 1) unresponsiveness of character switching inside menus and 2) the crafting/modification menus.


Posted by David Canela on Mon, 03 Nov 2014 03:43:00 EST in Audio, Console/PC
Some thoughts on the music and ambiences of Dark Souls. The structure of when to play music, and what kind, can be an opportunity to reinforce an underlying theme of a game. This post is originally from my personal blog at david-canela.com/blog.



David Canela's Comments

Comment In: [Blog - 03/11/2015 - 12:55]

Interesting article, thank you It ...

Interesting article, thank you It sounds like a very cool approach, though I couldn 't help but wonder how well the adjustments hold up in the large acoustic diversity of practice e.g., as you point out with headphone impedance, but also mic performance, for instance. Though with apple, I guess ...

Comment In: [News - 03/03/2015 - 12:30]

I pre-ordered for the engine ...

I pre-ordered for the engine features not sure any of the new pro tier stuff is useful to me as a one-man dev. A refund would certainly be nice, if that were the case... r n r nedit: apparently they do offerr refunds, in some cases. c.f. their FAQ. : ...

Comment In: [Blog - 02/13/2015 - 02:02]

There is a difference between ...

There is a difference between adapting to unforeseeable new situations and information and ignoring sensible business practices from the start and hoping circumstances might just improve to your benefit e.g. basing a stretch goal on your hopes for a future middleware update. r n r none is good leadership, as ...

Comment In: [Feature - 01/25/2013 - 04:45]

I realise this is a ...

I realise this is a really old article r n r n-In singleplayer games, you should be able to turn achievements off, for instance if you 're a player that values immersion. r n r n-As someone with shitty memory, I see value in achievements recording curious stuff I 've ...

Comment In: [News - 02/10/2015 - 06:02]

@David Klingler r n r ...

@David Klingler r n r nIt 's entirely possible to royally fuck up and be a nice person at the same time, and many comments I 've read on this story do consider that a likely scenario. I haven 't followed this whole Godus thing that closely, but I 've ...

Comment In: [Blog - 01/20/2015 - 04:04]

Well said. r n r ...

Well said. r n r nI personally think these debates are in part a result of videogames being so multidimensional in the sense that they contain even more elements that by themselves are an artform than film . It 's rare that all these elements truly come together, so we ...