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John Ardussi's Blog   Expert Blogs

 

Started out making games in high school using escape codes to place text on a PDP-11 smart terminal. A veteran developer, I have been at the front edge of technology, including extremely early work on Macintosh computers, networked games, early consoles, Direct3D, and have stayed independent for most of my career. I worked as a contractor, an employee and have even run my own company (a few times). My titles have included Programmer, Lead Programmer, Game Designer, and Game Director for companies including Activision, Westwood Studios, EA, Interplay, THQ, Ubisoft and Sony. In early 2011 I co-founded Game Mechanics.

 

Expert Blogs

Posted by John Ardussi on Sat, 12 Jul 2014 03:07:00 EDT in Business/Marketing, Console/PC, Indie
"Let's Play" are the game commercials of the future. They are free so they help out indie developers. They are done by indies so people can trust them. Bullpucky! Read on.


Posted by John Ardussi on Sat, 08 Mar 2014 07:19:00 EST in Business/Marketing, Indie
For many of us, the reason we started our game company was so we could make the decisions rather than some accountant who never played a computer game. But we need to not ignore the business side in the same way the accountant ignored the game side.


Posted by John Ardussi on Thu, 12 Dec 2013 03:19:00 EST in Business/Marketing, Console/PC, Indie, Smartphone/Tablet
Some ideas that look really good on paper do not play out in the real world. Guaranteed success is not necessarily guaranteed. Or success. I do a case study so we can all potentially learn from my mistake.



John Ardussi's Comments

Comment In: [News - 07/21/2014 - 08:21]

I think of myself as ...

I think of myself as a toymaker or an amusement park ride creator. I create the toys and rides I want, then let others try them to see what they think. Being willing to adjust based on how people play your game to me is the most important step.

Comment In: [News - 07/21/2014 - 04:18]

The truly evil part in ...

The truly evil part in my mind is that this will discourage people from donating to other projects that will ship. This project was totally out of control. Their goal was 250,000. If you are given that plus an extra 160,000 and release nothing, you are either incompetent or evil. ...

Comment In: [News - 07/15/2014 - 02:43]

I need some evidence that ...

I need some evidence that people who watch these things buy at a rate to make it worth while. Our experience is that review videos get lots of eyes and very few sales. I recently posted an article saying such and including our numbers: r n r nhttp://www.gamasutra.com/blogs/JohnArdussi/20140712/220894/Video Reviewers Ripple ...

Comment In: [Blog - 07/12/2014 - 03:07]

Maybe for different games it ...

Maybe for different games it is different. Our game is a first person story based puzzle game. Once you have seen the story and how to solve the puzzles, it is like watching a movie on BitTorrent and then going to the theater to watch it again. Why pay for ...

Comment In: [News - 06/27/2014 - 07:14]

For us, Steam Alphafunding has ...

For us, Steam Alphafunding has worked out way better than Kickstarter. We discounted the game in Alphafunding basically going with the flow. We have heard conflicting information that says that discounts hurt long term and help short term. But no one is backing up their conjecture with actual facts. r ...

Comment In: [Blog - 03/08/2014 - 07:19]

If you are talking about ...

If you are talking about Cutthroats , the problem was that too much money was spent on development. The amount spent on the game was too high since the customers were limited. Honestly though, the people involved in the decision making process were hoping that free-to-play was some sort on ...