Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 29, 2015
arrowPress Releases
November 29, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Michail Katkoff's Blog   Expert Blogs



My career in games started in 2010 at Digital Chocolate's Helsinki studio as a product manager, after getting my Masters degree from the Helsinki School of Economics. Since then I've had the privilege to work with some of the smartest and talented people on some of the biggest franchises in the gaming industry, first at Rovio, then at Supercell and now at Zynga. 



Deconstructor of Fun


Expert Blogs

Posted by Michail Katkoff on Fri, 13 Nov 2015 02:22:00 EST in Design, Console/PC, Social/Online
Dozens of League of Legends competitors have failed because they made the game even more complex. Blizzard sacrificed depth to make Heroes of the Storm more accessible, realizing that there is still plenty of depth left over.

Posted by Michail Katkoff on Fri, 09 Oct 2015 12:58:00 EDT in Design, Production
Crucial steps to being a successful game studio. From valuing software over presentations and showing respect for your player base, these are seven important elements teams – both large and small – should keep in mind.

Posted by Michail Katkoff on Fri, 22 Nov 2013 02:29:00 EST in Design, Smartphone/Tablet
The last piece in the mid-core success series highlighting monetization.

Posted by Michail Katkoff on Mon, 04 Nov 2013 01:53:00 EST in Design, Smartphone/Tablet
Instead of K-factors and virality, this is a post about true social mechanics. The kind of social mechanics that add to the gameplay, improve overall player experience and make the game feel more alive.

Posted by Michail Katkoff on Mon, 28 Oct 2013 12:42:00 EDT in Design, Smartphone/Tablet
In this post I'll break down how to overcome the challenge of retention with a well thought out core loop, balanced game economy and clever use of events.

Posted by Michail Katkoff on Thu, 24 Oct 2013 05:11:00 EDT in Design, Smartphone/Tablet
This write-up is about mid-core core loops, concentrating on not only the loop structure but also on what the loops aim to achieve, the cardinal sin of most mid-core titles and how to avoid it with proper core loop design, and the metagame.

Michail Katkoff's Comments

Comment In: [Blog - 10/28/2013 - 12:42]

Thanks Rajveer. I 've done ...

Thanks Rajveer. I 've done multiple core loops before and tied them together with resources. For example you get specific resource from PvP that you need in city building part and in city building you get a resource that you need in adventure part etc. It does get complicated though ...

Comment In: [Blog - 10/24/2013 - 05:11]

Kabam is a master in ...

Kabam is a master in timer mechanics. Building, research, training and battling have their own specific timers, so player initiates an action and has to return to start a new action.

Comment In: [Blog - 10/11/2013 - 02:08]

Wow, awesome conversation around the ...

Wow, awesome conversation around the post - exactly what I wished for. r n r nThere 's a lot of F2P vs. Paid going on. These models aren 't competing because paid game is essentially different than a F2P game. Paid games have a beginning and an ending, following exactly ...

Comment In: [Blog - 02/25/2013 - 08:48]

To get the monsters you ...

To get the monsters you collect from dungeons player has to finish the dungeon. In case player 's health drops to 0 they can pay 1 premium currency to get it back to full. And this is something that you have to do a lot during the game as you ...