After spending several year writing on my previous blog,  I started to work on larger articles, focused on high level design concepts. These articles eventually led to me becoming published over at Gamasutra.

As more of my works are published, I’ll be updating this page with any new articles.

SFSignal Published Works

1. 20 Years of Terror: Reminiscing about Resident Evil

blackgatelogo1 Published Works

  1. Dungeon Crawling is Fun Again: Etrian Odyssey
  2. Darker and Deeper: Darkest Dungeon Update
  3. Shin Megami Tensei and a Different Take on JRPGs (Part 1)
  4. The Retold Story of Etrian Odyssey Untold
  5. Diablo 3: Fourth(Season)’s the Charm
  6. Legend of Legacy Laborious

xsolla Published Works

  1. Breaking the F2P Stigma or Understanding the Core Experience
  2. Wrapping up E3 2014
  3. Burst vs. Sustained Game Design
  4. Selling the Store for F2P Games
  5. The Changing State of Chargebacks in the Game Industry
  6. Making Sense of Premium Currency
  7. Making the Move: PC vs. Mobile Markets
  8. The State of Digital Stores for Indie Game Developers
  9. Multiple Methods of Micro Transactions in Game Design
  10. Why Analytics Matter in the Game Industry
  11. The Rift and the Steambox: What Designers Need to Know
  12. Gameplay Incentives for a Digital Market
  13. The State of Pricing in the Game Industry
  14. Understanding Microtransaction Pricing
  15. The MOBA Market Expansion 
  16. Examining the E-Sports Impact on the Market
  17. The Devaluing of Game Design and its Market Impact
  18. The Cracks in Crowd-Funding and Kickstarter Concerns
  19. The Declining Retail Market and why Digital is Superior
  20. Selling Sales to the Game Industry
  21. Making the Move from AAA to Mobile: Tips for Starting Out
  22. The Changed State of Subscriptions in Online Games
  23. Managing a Crowdfunded Budget
  24. Cross Platform Considerations for Designers
  25. The Timing Windows Of Game Sales and Releases
  26. Quality of Life Features for Creating Multiplayer Communities
  27. The Degrees of Sales and the Consumer Impact
  28. Client/Server Functionality for Online Infrastructures
  29. The Game Industry in Review 2014
  30. Explaining the Expanding Game Industry Demographics
  31. Early Access vs. Kickstarter and the Consumer Mentality
  32. Early Access Considerations for the Digital Market
  33. The Problem with Open Ended Production Models
  34. Elevating Consumer Power in the Digital Age
  35. Exploring Steam’s Digital Item Economy
  36. Understanding ” Games as a Service” for Game Development
  37. The Risks of Multi Game Development
  38. Alternative Sales Strategies for Digital Stores — Coupons
  39. Alternative Sales Strategies for Digital Stores — Cross Game Promotions
  40. Alternative Sales Strategies for Digital Stores — Loyalty Programs
  41. Alternative Sales Strategies for Digital Stores — Marketing Events
  42. The New Collectible Market for Game Development — Toys to Life
  43. Cleaning up the E-Sports Market
  44. The Evolution of the Video Game Market — Retail
  45. The Evolution of the Video Game Market — Renting
  46. The Evolution of the Video Game Market — Trading
  47. The Evolution of the Video Game Market — Online
  48. The Evolution of the Video Game Market — F2P
  49. Secondary Steam Features for Developers
  50. Translating the Bartle Test to the F2P Market
  51. Concerns about the Mobile Market
  52. The Marketing Behind Hardware Bundle
  53. The Pros and Cons of Season Passes
  54. Examining Ground Floor Funding or the Minecraft Model
  55. How Collector’s Edition Adapted to the Digital Market
  56. The Role of “Meta” in Competitive Games
  57. Game Devaluation and the Market Impact
  58. Digital Asset Protection and what Game Developers Need to Know
  59. Examining “Cloning” in the Mobile Market
  60. How the Indie Market has Blocked Cloning
  61. What Developers can do about Pirating Games

gamaLogo Published Works

  1. The Abstraction Of Skill In Game Design
  2. Darwinian Difficulty: How Throwing Players In Headfirst Can Work
  3. The Anatomy of a Bad Game
  4. Examining Subjective Difficulty: How Plumbers Can Fight Demons
  5. The Procession of Progression In Game Design (this was a feature that due to scheduling issues was posted as a blog)

quaterLogo 300x89 Published Works

Series 1: Five Rpgs That Break the Rules

  1. Nocturne
  2. Resonance of Fate
  3. Etrian Odyssey 3
  4. Demon’s Souls
  5. The World Ends With You

Series 2: A Trip Down Horror Lane

  1. SplatterHouse
  2. Resident Evil
  3. Silent Hill
  4. Clive Barker’s Undying
  5. Amnesia: The Dark Decent 
  6. Condemned: Criminal Origins
  7. Fatal Frame 3
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