Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
September 19, 2014
PR Newswire
View All





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


 

Saul Gonzalez's Comments

Comment In: [Feature - 01/10/2014 - 02:00]

As for setting a limit ...

As for setting a limit , this is a platform feature in the major gaming social networks of Japan GREE and Mobage . Users can set a spending limit per month across all games in the network, and most do just that. r n r nBTW, this leads to players ...

Comment In: [Blog - 01/06/2014 - 02:52]

Very cool tech But I ...

Very cool tech But I think it would work better with a simpler / more-stylized cartoon style that what is shown in the linked samples.

Comment In: [Feature - 09/26/2013 - 02:00]

The way things are probably ...

The way things are probably going to turn out is: if you 're an unknown, you probably won 't be able to raise enough for a AAA game, but if your concept grabs people, you could get USD10K-20K Look at AdventurOS for a small-scale project. As you deliver projects, build ...

Comment In: [News - 08/29/2013 - 11:30]

If low user participation in ...

If low user participation in Greenlight is an issue, there are lots of things Valve could do to incentivize them. If an user records 10 votes, give them a chance at those trading cards used in the Steam Sales. r n r nAlso, wonder why people rarely complain about discovery ...

Comment In: [News - 08/29/2013 - 03:36]

This mechanic seems to have ...

This mechanic seems to have plenty of the benefits of permadeath without many of the drawbacks.

Comment In: [Blog - 08/27/2013 - 10:00]

Well, I expect this to ...

Well, I expect this to be the definitive article on dopamine for gamedevs at least for the next few years.

Comment In: [Blog - 02/25/2013 - 11:44]

I think Karoshi sort of ...

I think Karoshi sort of manages to do what you posit at the end of the article. Of course, this kind of thing is never 100 objective.

Comment In: [News - 02/14/2013 - 01:19]

@AW: I agree with you ...

@AW: I agree with you on the sense that I 'd rather have no story at all than a mediocre or uninspired one. r n r n@Jimmy: I actually think Skyward Sword showed how far behind Nintendo is when it comes to narrative. Save for a few high points, the ...

Comment In: [Blog - 02/14/2013 - 01:27]

I 've always felt that ...

I 've always felt that doujin culture, with its bias towards physical distribution on Comiket-style events, devotion to genre over innovation, and focus on derivative meaning based on IP the creator doesn 't own the rights to works and H-games, was good in itself but probably overshadowing or even holding ...

Comment In: [News - 01/11/2013 - 01:31]

It seems like this is ...

It seems like this is a premium IAP game without a demo r nIt 'll need a huge marketing push to have even a chance at success.

[Previous] | [Next]