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tony oakden's Blog


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Posted by tony oakden on Mon, 11 Feb 2013 05:53:00 EST in
The first in what will probably be a very short series of articles debunking some of the popular gaming myths, #1 Why the popular idea that giving games away for free and making money out of "added value" content is not the future for game monetization

Posted by tony oakden on Tue, 20 Nov 2012 05:36:00 EST in Design
The Rock Paper Scissors game design analogy and why most game designers are missing the point

Posted by tony oakden on Thu, 01 Nov 2012 08:03:00 EDT in Design
A novel theory for why people enjoy playing games based on players need to take risks without the real world associated cost.

Posted by tony oakden on Wed, 24 Oct 2012 09:51:00 EDT in Design
I've been thinking about the different phases in the design process I follow when designing games. I've got a novel handle on it. I think it's possible to think of each phase in the process as a person with a different personality.

tony oakden's Comments

Comment In: [News - 02/11/2016 - 04:00]

Great article. It 's always ...

Great article. It 's always good to read something written by someone who is obviously passionate about their subject and has put some effort into research.

Comment In: [News - 01/27/2016 - 04:02]

This is my favorite game ...

This is my favorite game of the last twelve months. extraordinarily clever, well written, produced, but most of all it is is fun to play. Which I find is unusual for these sorts of games.

Comment In: [News - 07/01/2015 - 04:02]

I love this game. ...

I love this game.

Comment In: [Blog - 11/24/2015 - 06:26]

Interesting article, thanks for sharing ...

Interesting article, thanks for sharing The big about floating point inaccuracies and the inexact exception was particularly interesting to me.

Comment In: [News - 10/29/2015 - 01:15]

well I 'm screwed then ...

well I 'm screwed then because I have no interest in marketing and no intention of learning about it.

Comment In: [Blog - 09/08/2015 - 01:23]

Great article and thank you ...

Great article and thank you for being so honest. Unfortunately this pretty much matches my experience of indie development. I think the disparate between game difficulty and cute graphics probably was a problem though. I seem to remember Tim Schafer expressing a similar regret at the art style of Psychonauts ...