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Sergio Rosa's Member Blogs

Posted by Sergio Rosa on Mon, 23 Sep 2013 12:20:00 EDT in Business/Marketing, Indie
At the end of the day what’s the point in making tools available and open up platforms if, at some point, indies will have problems publishing their titles because they face “obstacles regarding legal issues and paperwork.”


Posted by Sergio Rosa on Mon, 19 Aug 2013 01:33:00 EDT in Business/Marketing, Indie
When there are players with mixed feelings about loving the game but feeling ripped off (or simply having your fans acknowledging the price point is high, or even having to defend the price), I believe we have a problem that’s worth discussing.


Posted by Sergio Rosa on Tue, 09 Jul 2013 02:32:00 EDT in Design, Production, Indie
Making games takes time, so based on last week’s events I have to ask “if games already take a lot of time, do you need to make development even more complicated by making it extremely ambitious?”


Posted by Sergio Rosa on Thu, 04 Jul 2013 01:08:00 EDT in Design, Production, Console/PC, Indie, Smartphone/Tablet
Making a game bigger doesn’t always equal to making it better. Game development is already complicated enough. I don’t need it to make it even more complicated by designing too much game. In other words, I always remember to KISS.


Posted by Sergio Rosa on Mon, 24 Jun 2013 01:23:00 EDT in Design, Console/PC, Indie, Smartphone/Tablet
The best piece of advice I can give to game-making newbies would be: how about not trying to be better than * or if your game will never be as good as *, and simply try to make something different based on your own experience?


Posted by Sergio Rosa on Mon, 03 Jun 2013 01:54:00 EDT in Design, Console/PC, Indie
It can be interesting to see what happens when you make the game “you wanna make” but you take into consideration what your limitations are, and what limitations you want to impose.


Posted by Sergio Rosa on Tue, 21 May 2013 01:28:00 EDT in Design, Indie
These past years (or so) we’ve had many horror game devs stating that, to make a good horror game, you must take away from the player any gun and combat skills so the player is completely defenseless, like that’s the only way to make a “good” horror game.


Posted by Sergio Rosa on Mon, 13 May 2013 07:30:00 EDT in Design, Indie
“The (*) Open World” is a really small protest game I made for a "personal game jam" this weekend. This game was born as a reaction to an article I read the other day, about a guy and his 3d-printable gun.


Posted by Sergio Rosa on Mon, 22 Apr 2013 12:45:00 EDT in Design, Console/PC, Serious, Indie, Social/Online
When I say “unconventional” multiplayer I talk about bringing mechanics usually reserved to single player games into the multiplayer realm, but also bring the multiplayer back into the living room and away from the cold wired world that is the internet.


Posted by Sergio Rosa on Tue, 16 Apr 2013 11:05:00 EDT in Serious
As someone who's making a game about violence, what happened in Boston yesterday got me thinking about violence yet again. This is not a "game-making" blog post.


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