Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 4, 2021
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Ted Brown's Blog   Expert Blogs


Ted has been a game developer for over 12 years, and has shipped 11 games. He is looking for a great opportunity to leverage his dizzying array of mad game skillz diverse portfolio of experience on console AAA, mobile, social, and virtual reality platforms. Highlights include:

  • Lead Level Designer on Tomb Raider: Underworld (Wii)
  • Lead Programmer on Epic Skater, published by Kongregate and featured on Apple and Google Play stores
  • Project Director on Math Monster Carnival, developed in conjunction with the Center on Teaching and Learning

Other vainglorious but sadly necessary (albeit valid) descriptors include:

  • Known for an ability to comprehend new systems quickly and work efficiently inside them.
  • Proven track record of diagnosing and solving complex, multi-disciplinary technical issues.
  • Recognized for outstanding work as a leader and organizer in the tech community.
  • Business owner and entrepreneur, handling full projects and engineering contracts.

Expert Blogs

Posted by Ted Brown on Wed, 12 Apr 2017 10:07:00 EDT in Audio, Design, Programming, Serious, Indie
Our team hacked together an interactive journey driven by microphone inputs, bringing together the audience, performer, and experience. Here's how it worked.

Posted by Ted Brown on Thu, 10 Mar 2016 03:14:00 EST in Business/Marketing, Indie
Indie Game Con is no longer going to show indie games "in development." We think it's time for a change. Here's why.

Posted by Ted Brown on Mon, 31 Mar 2014 01:07:00 EDT in Design, Indie, Smartphone/Tablet
How should commercially-focused designers approach the mobile space? This article suggests starting with the interface, using explanations and examples to describe why.

Posted by Ted Brown on Wed, 23 Oct 2013 06:16:00 EDT in Business/Marketing, Console/PC, Indie
Can a "mainstream" indie game survive the Greenlight process? The creator of Chess Heroes has his doubts.

Posted by Ted Brown on Tue, 15 Oct 2013 02:11:00 EDT in Business/Marketing, Design, Production, Console/PC, Indie
A brief glimpse into the stress, joy, disappointment, and glory that goes hand in hand with indie game development.

Posted by Ted Brown on Fri, 04 Oct 2013 08:42:00 EDT in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
Being "bored of games" as a developer is a demoralizing state of affairs. But how could the CEO of a game company admit to this? It turns out there's a connection between personality types, social interactions, and game interactions that could explain it.

Ted Brown's Comments

Comment In: [Blog - 09/08/2015 - 01:36]

Great post, Charles. Thanks for ...

Great post, Charles. Thanks for all of your hard behind the scenes. r n r nI 'm an industry veteran who decamped to a small city with an oddly large game developer per capita ratio: Eugene, Oregon. r n r nI 've watched both our city and Portland grow their ...

Comment In: [Blog - 05/04/2015 - 01:51]

What 's interesting to me ...

What 's interesting to me is the way that cities with established game development HISTORY but not COMMUNITY can diverge as early as Stage 2. Eugene, Oregon, where I am based, has a 30 year history of game development, but until recently did not have any sort of community. But ...

Comment In: [Blog - 06/18/2014 - 08:59]

First off, I know you ...

First off, I know you 're in a tough spot. I sympathize. r n r nBut I wanted to reach out specifically because, by all accounts, you are shedding people left and right, and don 't know why. You end up taking more and more control just to get things ...

Comment In: [News - 12/19/2013 - 01:02]

Awesome, thank you It 's ...

Awesome, thank you It 's always great to pull up old games for the first time or after decades and discover great design choices. They 're much easier to locate when the play cycle is shorter, and it 's great inspiration for jams. r n r nI 'll make sure ...

Comment In: [Blog - 11/18/2013 - 04:54]

Speaking as an indie developer ...

Speaking as an indie developer looking for a storefront, I 've written Humble twice and never heard back. While Greenlight is a hard grind, at least it makes sense. Not getting any response at all is... frustrating. To say the least. r n r nAt the same time, I know ...

Comment In: [Blog - 11/18/2013 - 01:34]

Handling the giant divide between ...

Handling the giant divide between new and returning students was always the hardest thing to overcome when I was teaching an after-school game creation program. Kudos for having the guts to go in there, and congrats on pulling it off