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Alex Belzer's Blog

 

Alex Belzer works as a scripter-designer in NYC on an unnamed action RPG. In his spare time he plays Dark Souls.

http://twitter.com/AlexBelzer

 

Member Blogs

Posted by Alex Belzer on Wed, 03 Aug 2011 11:30:00 EDT in
"My Only Crime Is My Love For Absolute Chaos "


Posted by Alex Belzer on Thu, 23 Jun 2011 10:26:00 EDT in Design
Puzzles in games can give great meaning to the game itself. Sometimes they are harbingers of nihilism, too.


Posted by Alex Belzer on Tue, 07 Sep 2010 05:00:00 EDT in Design
Revisiting the unsettling, brilliant use of interactive narrative in Silent Hill: Shattered Memories.


Posted by Alex Belzer on Wed, 28 Jul 2010 05:52:00 EDT in Art
A reaction to Niklas Akerbald's No More Sweden presentation on art and videogames.



Alex Belzer's Comments

Comment In: [Blog - 10/13/2014 - 02:11]

This topic, and even an ...

This topic, and even an in-depth exploration of this very same Zelda dungeon, has also previously been explored in this old article right here: http://www.gamasutra.com/view/feature/134949/learning from the masters level .php

Comment In: [Blog - 09/19/2014 - 01:27]

Have you read about Ian ...

Have you read about Ian Bogost 's concept of proceduralist rhetoric There 's some overlap here-- it 'd be interesting, as an exercise, to see if those methods could be used in stories-as-game, and not just abstract metaphors-as-games.

Comment In: [Blog - 08/19/2014 - 02:48]

@Chris r n r nHow ...

@Chris r n r nHow about: Art is a PROCESS of playing a game of make-believe in order to achieve an epiphany r n r nI think you really hit the nail on the head with the Epiphany being key to games/art. I 'm sure there are plenty of counter ...

Comment In: [News - 07/25/2014 - 08:08]

Not a single shout out ...

Not a single shout out to Yasumi Matsuno r n r nFinal Fantasy Tactics. Vagrant Story. Ogre Battle. Tactics Ogre. FFXII. r n r nBrilliantly designed systems thoughtful storytelling. Serious depth going on his games.

Comment In: [News - 05/08/2014 - 03:52]

Though--didn 't Amnesia have a ...

Though--didn 't Amnesia have a core gameplay loop The constant cycle between expending resources to create light to restore sanity but where the player is able to be spotted by a monster , to hiding in the shadows where sanity depletes but is safer from being spotted is kind of ...

Comment In: [Blog - 08/20/2013 - 03:46]

Sorry things didn 't work ...

Sorry things didn 't work out. I loved 100 Rogues on iThing. Also, way to name the different sections of this post after the Metal Gear Solid 3 bosses :