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Jeff Beaudoin's Blog

 
I am a gameplay programmer living and working in Southern California. I am interested in most aspects of games, with an emphasis on programming and design.
 

Member Blogs

Posted by Jeff Beaudoin on Thu, 02 Apr 2009 12:40:00 EDT in Design
A look at expanding IP into the game space.



Jeff Beaudoin's Comments

Comment In: [Blog - 10/17/2014 - 12:30]

I think Bill 's ideas ...

I think Bill 's ideas are much different than a User Story. r n r nMy understanding of User Stories are that they try to capture the end goal of a feature, so you can assess if your implementation has achieved that goal. r n r nI think Bill 's ...

Comment In: [Blog - 12/05/2013 - 04:29]

The fact that you are ...

The fact that you are using Demon 's Souls as your poster boy for Roguelikes should tell you that there is something wrong with the term. r n r nYou did research on the term when you didn 't know what it was, and came away with: awesome, compelling, hard, ...

Comment In: [Blog - 10/19/2013 - 12:58]

Great write up/analysis r n ...

Great write up/analysis r n r nYour last sentence is somewhat misleading, it makes it seem like the compilation is solely of YOUR work, which is less appealing than what you actually have up there r n r nThanks for the post

Comment In: [Blog - 09/09/2013 - 12:00]

Just because you can look ...

Just because you can look around and walk around doesn 't mean control hasn 't been taken away. r n r nIf nothing else is going on in the universe besides the interactive cutscene in front of me which I cannot leave, then my control doesn 't amount to anything ...

Comment In: [Blog - 06/05/2013 - 05:38]

Your main point has nothing ...

Your main point has nothing to do with demos. r n r n We think that if we drop our prices hugely, and ditch demos, that we 'll continue to make 1 of our sales direct, but that we 'll make a lot more than 5,200. r n r nSteam ...

Comment In: [Blog - 05/30/2013 - 06:46]

Good writeup Thanks for sharing ...

Good writeup Thanks for sharing this. r n r nI recently tackled a problem similar to the one you were having with the Google Warehouse assets. We were importing models not made for games that ended up being composed of thousands of polygons triggering tons of draws in Unity. r ...