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Brandon Kidwell's Blog


Game Design graduate from the University of Advancing Technology. I have a great passion to design and provide creative direction in games. I am interested in exploring ways of providing entertainment but maintaining great customer relationships and integrity.

I research game design theory and practices to better facilitate gameplay and user experience. I have worked on various tabletop and Live Action Role-playing games as well as a few indie game projects. I strive for the industry to establish better forms of education and entry-level work forms. I'm also an avid fan of fantasy and RPG genres and plan to release several RPGs in the future.

I'm always looking for people to talk with about game design and opportunities in the industry, so feel free to contact me anytime at

Portfolio Site - KGD Portfolio

Blog Site - KGD Blog


Member Blogs

Posted by Brandon Kidwell on Wed, 10 Sep 2014 01:54:00 EDT in Design, Production, Console/PC
My thoughts & opinions on Mechanic Traps. Mechanic Trap: A mechanic purposefully or accidentally designed to look beneficial to the player but doesn’t provide appropriate benefit.

Posted by Brandon Kidwell on Wed, 06 Aug 2014 01:29:00 EDT in Business/Marketing, Design, Smartphone/Tablet
Games are meant to be entertainment. Just like any other source of entertainment the goal is to provide this entertainment for a fee. Different models of payment helps different types of games...

Did you know that majority of games, especially competitive games do not support color blindness?

Posted by Brandon Kidwell on Mon, 04 Aug 2014 08:56:00 EDT in Design
Something that seems to come up over and over these days is how difficulty in games is decreasing, causing seasoned gamers to look elsewhere and involving more casual players. To an extent this is somewhat true, but I believe it is important to have games

Posted by Brandon Kidwell on Mon, 04 Aug 2014 08:51:00 EDT in Audio, Design, Programming, Production, Art
Brief overview on how the industry is splintered into "what is" and "what is not" a game designer. I touch briefly on all the major positions and how they can be viewed.

Posted by Brandon Kidwell on Wed, 09 Jan 2013 07:31:00 EST in Design, Console/PC
I am not a fan of "wait points" in certain games, but in others it can add value to the games engagement. My examples of this topic will use Skyrim and its options to advance time by "waiting" or "sleeping."

Brandon Kidwell's Comments

Comment In: [Blog - 12/11/2014 - 01:46]

Nice Article r n r ...

Nice Article r n r nI have always been in favor of resources that recover during and after combat. The recovery rate helps to effect the way that type of character works in combat MMO classes or those present in Mobas . It becomes more about managing what you can ...

Comment In: [Blog - 11/04/2014 - 02:42]

Great article and I 'm ...

Great article and I 'm glad more people are exploring this subject. I feel many people lack this concept when designing a game, and it is why we get many unpolished games by teams that have the budget and talent. I will say that a lot of phrasing and word ...

Comment In: [Blog - 11/03/2014 - 03:43]

I have to be honest ...

I have to be honest that the suggestion in the original post would be heading towards an interactive story and not a game. I 've had to deal with this a lot when designing for LARPs which incorporate numbers into a system that heavily revolves around simulation and narrative. The ...

Comment In: [Blog - 10/30/2014 - 02:29]

I agree that the music ...

I agree that the music helps to reinforce the other aspects of the games design. I believe that is true for all the components and being able to fit them together perfectly is a really important skill. r n r nI like the examples you provided and how it has ...

Comment In: [Blog - 10/28/2014 - 01:43]

Roy, r n r nI ...

Roy, r n r nI would believe I 'm not biased. I have seen more than a handful of individuals comment on such things. I have witnessed the research into what the symbols, signs and foreign languages meant from these individuals. I think there is a lack of research to ...

Comment In: [Blog - 09/22/2014 - 08:21]

One of the reasons I ...

One of the reasons I dislike Early Access is because it is too easy to exploit and muck about. If done properly it can be a great way to fund the game and create a good standing with gamers and other industry professionals. r n r nHowever, I believe that ...