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Mark Venturelli's Blog

 

Mark Venturelli does game design under the name Rogue Snail. He designed Dungeonland, Relic Hunters, Chroma Squad and Star Vikings. He's also the creator of charity event Super BR Jam. 

He blogs about design here: http://www.roguesnail.com

Contact him on venturelli [at] roguesnail [dot] com 

or on twitter @markventurelli

 

Member Blogs

Posted by Mark Venturelli on Mon, 17 Aug 2015 02:01:00 EDT in Design, Programming, Console/PC, Indie
I spent the last year iterating on dual-stick shooter controls for my indie game. Here's everything I've learned.


Posted by Mark Venturelli on Fri, 17 Oct 2014 12:17:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
Empathy is the most important game design skill you could ever develop.


Posted by Mark Venturelli on Thu, 11 Sep 2014 09:59:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
A quick rundown of my design process for finding a good core gameplay system


Posted by Mark Venturelli on Thu, 04 Sep 2014 10:41:00 EDT in Design, Programming, Console/PC, Indie
More in-depth discussion on character movement, with a playable example.


Posted by Mark Venturelli on Thu, 28 Aug 2014 11:27:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
Game design is primarily choice design. How many choices do you want to present your players with?


Posted by Mark Venturelli on Thu, 21 Aug 2014 10:26:00 EDT in Design, Programming, Console/PC, Indie
Stiff movement in your game is a deadly sin, so I provide a few tips to smooth that sucker out and save your soul.



Mark Venturelli's Comments

Comment In: [Blog - 08/17/2015 - 02:01]

Yes, that 's right His ...

Yes, that 's right His example was even worse indeed haha

Comment In: [Blog - 08/17/2015 - 02:01]

Only 3k copies sold That ...

Only 3k copies sold That 's harsh. Your game is really well-designed and fun... I 'm eager to know what are your theories for such low sales. r n r nMaybe the promo art Your logo/cover image are a bit amateur-looking and not nearly on the same level as the ...

Comment In: [Blog - 08/14/2015 - 01:58]

Support 16:9 while keeping gameplay ...

Support 16:9 while keeping gameplay 4:3 by adding the menus on the sides like Odallus did: r n r nhttp://images.akamai.steamusercontent.com/ugc/1118299244920709149/5CDB032853A9D1EAB5D3E3228CFBD22D065B3949/

Comment In: [Blog - 07/07/2015 - 12:44]

Great stuff Got to play ...

Great stuff Got to play the game last week and it is brilliant

Comment In: [Blog - 10/28/2014 - 01:43]

Even though your article is ...

Even though your article is pretty interesting as far as solving that particular problem, the main lesson to be learned here is a production one: you wasted a bunch of time creating and optimizing why a tool that your game did not need.

Comment In: [Blog - 09/04/2014 - 10:41]

Thank you : ...

Thank you :