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September 22, 2014
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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 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.


Posted by Ethan Levy on Thu, 28 Aug 2014 02:21:00 EDT in Business/Marketing, Design, Console/PC
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.


Posted by Ethan Levy on Tue, 19 Aug 2014 09:25:00 EDT in Business/Marketing, Design, Social/Online, Smartphone/Tablet
I dedicated $100 and 10 hours to climbing the PvP leaderboard in a free-to-play, mobile, build and battle game. This is what I learned along the way.


Posted by Ethan Levy on Thu, 08 May 2014 10:36:00 EDT in Business/Marketing, Design, Console/PC, Smartphone/Tablet
After a 20 hour deep dive into Blizzard's Hearthstone, F2P expert Levy analyzes the game to answer two questions. First, is Hearthstone pay-to-win? Second, what improvements could make the game the next member of Activision's billion-dollar revenue club?


Posted by Ethan Levy on Thu, 17 Apr 2014 11:28:00 EDT in Business/Marketing, Design, Smartphone/Tablet
Despite Crytec pedigree, high-end visuals, core gameplay and Mobage integration, The Collectables has not made a major impact on the iOS charts. In this post, F2P expert Levy analyzes the design issues negatively impacting monetization and retention.



Ethan Levy's Comments

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 ...

Comment In: [News - 08/28/2014 - 12:03]

If there are any specific ...

If there are any specific topics you would like me to cover in my talk, let me know in the comments section here or on Twitter.

Comment In: [Blog - 08/19/2014 - 09:25]

I continued playing this game, ...

I continued playing this game, but much more casually. I am using it as my gap moment game for the time being. In the most recent tournament, where I did not spend nearly as much time playing PvP and was focused more on building up my city 's income, I ...

Comment In: [Blog - 05/08/2014 - 10:36]

The second 5 hours I ...

The second 5 hours I did not play only Ranked. I primarily played casual matches and only jumped back into ranked near the end once I was more familiar with my deck. r n r nAs a free player, my record in Ranked play was 3 wins / 6 losses ...

Comment In: [Blog - 04/17/2014 - 11:28]

Good question. I choose this ...

Good question. I choose this play pattern because the UI heavily incentivized grinding missions with this reward bar showing your progressive rewards before playing each mission: http://i.imgur.com/9aW3ZYP.png r n r nHowever, an alternate play pattern I could have chosen would be to play as far as possible until I lose, ...