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Christian Allen's Blog   Expert Blogs


Christian Allen started in games as a modder in the late 90’s, making mods for Tom Clancy’s Rainbow Six series of games.  He parlayed his mod work into a job at Red Storm Entertainment/Ubisoft, quickly working his way up to Lead Designer and then Creative Director, focusing on the Ghost Recon franchise.  He then went on to work at Bungie as Design Lead on Halo: Reach, before joining Warner Bros. games division, WB Games in 2009. In 2011, Christian founded Serellan, a small studio in Seattle, WA.  Serellan is currently working on the Kickstarter-funded TAKEDOWN: Red Sabre.

Christian’s games have shipped over 15 million units on various platforms, and have won several awards, including the British Academy of Film and Television’s Best Game gong in 2006 for Tom Clancy’s Ghost Recon Advanced Warfighter.  Christian is married to his wife of over 15 years, Angeline Fowler, and has a young daughter, Isabel.


Expert Blogs

Posted by Christian Allen on Thu, 15 Sep 2016 10:29:00 EDT in Design, Production, Serious, Indie, VR
How a VR blind simulation came from a radio show to Virtual Reality.

Posted by Christian Allen on Tue, 29 Mar 2016 08:39:00 EDT in Design, Console/PC, Indie
Recording the steps from start to finish building a Hotel Blind in Unreal 4, start to finish.

Posted by Christian Allen on Tue, 01 Mar 2016 03:39:00 EST in Production, Serious
Actor and game voice actor passes away.

Posted by Christian Allen on Tue, 01 Mar 2016 10:19:00 EST in Design
How I designed the most realistic mission ever for Ghost Recon, and why it sucked.

Posted by Christian Allen on Thu, 25 Feb 2016 07:39:00 EST in Design, Production, Indie
Often, I get asked about starting to work on a indie game project by non game-devs. Recently on Facebook, a friend asked openly how he should get started making his idea for a game. Many of the comments by folks involved storylines, design docs, progres

Posted by Christian Allen on Mon, 19 Oct 2015 01:57:00 EDT in Design, Art, Console/PC, Indie
This is a behind the scenes look at how we created an interactive map of our level, with multiple levels, live updating, and player interaction, using a combination of levels, blueprints, and actors to create 3D menus.

Christian Allen's Comments

Comment In: [News - 04/01/2016 - 06:11]

Oh I see. You don ...

Oh I see. You don 't use mine.

Comment In: [Blog - 02/25/2016 - 07:39]

I bought a radial menu ...

I bought a radial menu package for 40 and saved thousands.

Comment In: [News - 03/01/2016 - 04:02]

Thanks for posting this. Lee ...

Thanks for posting this. Lee will be missed.

Comment In: [News - 01/06/2016 - 05:09] r n r nRelevant ... r n r nRelevant survey by GMG.

Comment In: [Blog - 10/19/2015 - 01:57]

We are not having performance ...

We are not having performance issues, even on lower end machines. We destroy a lot of the actors when the player enters gameplay.

Comment In: [Blog - 08/17/2015 - 02:01]

Congrats ...