CEO - Proletariat Inc.
Ex-Lead Designer of Indiana Jones Adventure World (Zynga Boston)
Previous job titles: Gameplay Engineer, Product Manager, Lead Designer, Executive Producer
Previous companies: Zynga, Conduit Labs, Walt Dinsey Imagineering
Follow me on twitter (if you are up for it) @sjsivak
See me GDC 2012 talk here: http://bit.ly/Zwa2WB
Short overview of a GDC Europe postmortem that focused on data driven design.
Discussion about our experience co-working with Harmonix and why it is important to talk/meet/share with other developers.
Push the team and embrace a little bit of crunch. You will be glad you did.
Valve gave tips and strategies for in-game real-money economies at Steam Dev Days. Here is a breakdown and analysis on them.
Part 3 of the series covers Pitching and Pitch Structure. Read this for helpful tips before your next presentation.
Second post in the series focuses on Networking with some examples of places to start and some strategies to find success.
[Blog - 04/24/2014 - 01:45]
By pushing harder and overfilling ...
By pushing harder and overfilling the bucket you need to prioritize more than if you planned perfectly, forcing a more ruthless filtering of what is important. Crunching forces you to cut. Without this pressure there is no challenge to the original ideas and priorities, which could very likely be wrong ...
[Blog - 10/09/2013 - 01:11]
Hahaha. I wanted to use ...
Hahaha. I wanted to use images but one of the other members of my team came up with the idea for music videos. And that is the review - feedback - iteration process at work ladies and gentlemen.
[Blog - 03/05/2013 - 12:00]
Hi Ben Kenobi , r ...
Hi Ben Kenobi , r n r nThe article has been updated to make that point a bit more clear. I hope this helps. I tried to keep the article short while still pointing to examples that developers could actually use and think about while building their games. The goal ...
[News - 01/29/2013 - 08:18]
FYI, he was at the ...
FYI, he was at the Baltimore studio, not the Boston studio. r n r nKris you can remove this comment.
[News - 08/30/2012 - 05:06]
Speaking as a designer from ...
Speaking as a designer from a Zynga product and this product in particular , I can assure you that I did not come to resent the players of Adventure World. Trying to make a game appealing for an audience beyond yourself is actually an interesting design challenge and a valuable ...
[News - 02/16/2011 - 04:25]
I disagree with this for ...
I disagree with this for two reasons: 1. A game doesn't need to be synchronous to be social. I have a been playing strategery http://strategerygame.com/ with a friend for months now and we never play it at the same time. We talk about the games when we are not playing, ...