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Ethan Levy's Blog   Expert Blogs

 

Ethan Levy is an 12 year veteran game designer and producer. Starting as an intern at Pandemic Studios on Star Wars: Battlefront, he has contributed to over 40 shipped games across every genre and platform. He has worked at companies including EA/BioWare, PlayFirst and iWin. In 2012, Levy founded FamousAspect to serve as a monetization design consultant with a focus on free-to-play games for mobile, tablet, PC, web and console.

 

Expert Blogs

Posted by Ethan Levy on Thu, 11 Dec 2014 01:46:00 EST in Business/Marketing, Design, Social/Online, Smartphone/Tablet
Peggle Blast is just as fun, whimsical and addictive as the original game. It also employs one of my most hated free-to-play monetization tactics.


Posted by Ethan Levy on Mon, 08 Dec 2014 01:44:00 EST in Business/Marketing, Console/PC
In this post, I analyze the checkout flow when buying in-game currency in Assassin's Creed Unity on Steam. The messy interplay between Steam and Unity introduces significant friction into the experience, likely reducing IAP revenue for both parties.


Posted by Ethan Levy on Tue, 07 Oct 2014 06:30:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
GvG events are a major driver of retention and revenue in mobile F2P games. In this inside look at what it is like to be a high value player, I spend $200 and 5.5 hours to help my guild top the charts in a 3 day event in a build and battle style game.


Posted by Ethan Levy on Tue, 30 Sep 2014 01:46:00 EDT in Business/Marketing, Indie
2.5 years ago I left a stable job at EA with a year of savings in the bank. One failed startup and two games later, I'm still independent thanks to an accidental career in consulting. This post shares some entrepreneurial lessons learned along the way.


Posted by Ethan Levy on Tue, 16 Sep 2014 09:50:00 EDT in Design, Indie
While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned.


Posted by Ethan Levy on Thu, 11 Sep 2014 07:00:00 EDT in Business/Marketing, Design, Console/PC
Following an experience spending $100 on IAP content in Battlefield 4, I highlight shortcomings in the experience and propose methods that spending additional money inside the game could be improved.



Ethan Levy's Comments

Comment In: [Blog - 12/11/2014 - 01:46]

I don 't have a ...

I don 't have a formal list of most hated tactics, but maybe I should write one. Thanks for the suggestion.

Comment In: [Blog - 12/08/2014 - 01:44]

I think their games are ...

I think their games are still good. I enjoyed playing AC: Unity for these articles and the reviews on Far Cry are very positive. The Division Rainbow Six Seige are still some of my most anticipated upcoming games. r n r nBUT it does go to show how quickly poor ...

Comment In: [Blog - 10/07/2014 - 06:30]

Yes, if your goal was ...

Yes, if your goal was player engagement and not retention, I see no reason an event system without pay-to-participate mechanics couldn 't be successful. In fact, it could open up the design to incorporate more skill into your event score, which could make the event more fun and further increase ...

Comment In: [Blog - 09/30/2014 - 01:46]

Funny that, isn 't it. ...

Funny that, isn 't it. It truly is a grass is greener scenario. When working for a corporation, one pines for the life of independence. When working for yourself, one starts to miss the camaraderie of an office.

Comment In: [Blog - 09/16/2014 - 09:50]

Thanks much Glad you enjoyed ...

Thanks much Glad you enjoyed it.

Comment In: [Blog - 08/28/2014 - 02:21]

Before comparing the stats, I ...

Before comparing the stats, I had a fun time playing BF4, which is an undoubtedly great multiplayer game even as an unskilled player, but a negative experience with IAP. I actually think I had slightly less fun on the IAP run due to the letdown of feeling like I was ...