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October 19, 2019
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Samuel Coster's Blog   Expert Blogs

 

I'm 1/3 of the Butterscotch development team, focusing on Art and design. Butterscotch Shenanigans is our 3-brother studio based out of St. Louis. We make great stuff for mobile and innovate wherever possible regarding monetization and community strategies.

 

Expert Blogs

Posted by Samuel Coster on Mon, 30 Sep 2019 10:22:00 EDT in Art
This is an art deep dive about the methods Butterscotch uses to create environments.


Posted by Samuel Coster on Thu, 08 Sep 2016 11:19:00 EDT in Business/Marketing, Production, Indie
Butterscotch Shenanigans launched Crashlands on Steam, the App Store, and Google Play simultaneously. Here's their reasoning on why cross-platform is a great studio strategy, and how their own launch turned out.


Posted by Samuel Coster on Fri, 02 Oct 2015 01:08:00 EDT in Business/Marketing, Production, Indie
Adam is just as tired of this whole Indiepocalypse thing as you are. But he accidentally discovered that it isn't real, so he thought he'd share.


Posted by Samuel Coster on Tue, 11 Aug 2015 01:53:00 EDT in Production, Serious, Indie
In this short talk I outline the core idea of Process, the art of breaking things down into manageable pieces, and how its execution in games can be grafted onto one's life to help gain control and solve most any problem.


Posted by Samuel Coster on Mon, 20 Jul 2015 02:30:00 EDT in Design, Indie
Crashlands contains a lot of story and comes with the Creator, a tool to let players make their own stories. But narrative and sandbox games have conflicting and complex interactions. In this article, Adam explains how it works in Crashlands.


Posted by Samuel Coster on Wed, 08 Jul 2015 02:09:00 EDT in Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet
This post will detail how we got Crashlands, our adventure crafting RPG, through Greenlight in just 42 hours by focusing on the trailer.



Samuel Coster's Comments

Comment In: [Blog - 09/30/2019 - 10:22]

Oooo I like that idea. ...

Oooo I like that idea. Different grid structures are excellent ways to bust through the rigidity, though of course they add other complications like how do I make a dang square building on this HEX GRIIID

Comment In: [Blog - 07/08/2015 - 02:09]

I think a lot of ...

I think a lot of people just approach the studio splash with the same boringness of a powerpoint presentation - they slap it up on screen without saying much, and often leave it up too long. If you want to keep a splash screen in but don 't have a ...

Comment In: [Blog - 02/06/2015 - 01:35]

Thank you r n r ...

Thank you r n r nAnd yeah, central place suggests that if a game is heavy on exploration, rooting it in a buildable home can make the experience more enjoyable. I think a lot of games actually do this really well that aren 't exploration based, too. Darkest Dungeon, for ...

Comment In: [Blog - 01/19/2015 - 01:19]

Nick r n r nI ...

Nick r n r nI dig what you 're saying. In reference to Too many ads will dilute a premium gaming experience and thus reduce the likelihood of in-app purchases. , do you know of any data on this directly Would be mighty helpful for a handful of us here, ...

Comment In: [Blog - 01/15/2015 - 03:33]

Exactly There are a bunch ...

Exactly There are a bunch of ways to use recipes better than what we were doing. We used Terraria as a rough-in for the design for the first few months before growing the system into its own sort of thing. Even simple questions like Does the player get to see ...

Comment In: [Blog - 04/29/2014 - 11:47]

It 'd be extremely interesting ...

It 'd be extremely interesting to get a read on why it is that people actually pay. With our analytics we 'll be able to see the relative proportions of each purchase, but drilling down on the why is something else entirely. LUCKILY psych is my background and this is ...