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Curtiss Murphy's Blog


Be careful what you do in your spare time - you may just become good at it. 

While most of his early career was spent writing code, Mr Murphy has since morphed into a nationally recognized, award-winning speaker, author, and game designer. He is the founder of GiGi Games and the Technical Director for Alion's AMSTO operation.

Mr. Murphy researches game design, communication, and psychology. His consulting helps team communicate more effective, helps designers build better games, and helps guide aspiring game developers through the thickets of their early careers. He is the principle investigator for the Safe Surgery Training game and was the lead designer for the Navy's Damage Control Trainer - winner of 3 national awards. He is a frequent speaker at gaming and simulation conferences and attempts to bridge the gaps between the modeling and simulation, instruction, and entertainment gaming industries.

He recently finished a one-year research fellowship at Eastern Virginia Medical School, where he worked to change healthcare with games.

Philosophy: Try things almost beyond my ability; Fail; Improve; Repeat until too good to ignore.

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Member Blogs

Posted by Curtiss Murphy on Fri, 01 Aug 2014 01:53:00 EDT in Design, Indie
'Seven Constants of Game Design' was a catchy title, until I realized it was yet another compilation of inactionable, half-baked pet theories. In the spirit of Tonya Short's "Share Your Crayons" challenge, here's my response.

Posted by Curtiss Murphy on Fri, 22 Mar 2013 12:00:00 EDT in Art, Indie
When our artist backed out, we were in a jam. So, my wife offered to do it, and I said, 'I didn't know you could draw.' She replied, 'I can't.' And now, 10 months later, her work is seen by thousands. Deliberate practice is rarely this easy to see.

Posted by Curtiss Murphy on Thu, 28 Feb 2013 12:11:00 EST in Design
Do you remember Roger Ebert? That jovial father figure from the Siskel and Ebert movie show. Sometimes, Mr Ebert talks about stuff other than movies. For instance, he wrote, 'Video Games Can Never Be Art'. But I never really gave it much thought, until...

Posted by Curtiss Murphy on Thu, 06 Dec 2012 11:00:00 EST in Design, Serious
The game industry has a twin brother - simulations. And, we're more alike than we care to admit. But, there is one idea that separates us, something worth remembering. Simplicity.

Curtiss Murphy's Comments

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

In truth, I did not ...

In truth, I did not know what Knuth had to say about premature optimization. So, I looked it up. And found that he called it, the root of all evil. :

Comment In: [Blog - 04/27/2015 - 12:38]

What if we can have ...

What if we can have games with a lot of the depth, but little of the UI and systems complexity typical on PC and console platforms Games that are friendly to any time schedule, and can be played among all kinds of distractions Actually social games that allow keeping in ...

Comment In: [Blog - 04/28/2015 - 02:44]

Boom Another great Lars article ...

Boom Another great Lars article full of strong personal stories. Thanks for sharing bro

Comment In: [Blog - 04/23/2015 - 06:17]

How about Heroes of the ...

How about Heroes of the Storm As it 's still a closed Beta, I 've only 2nd hand information to go on. And what I 'm hearing is that WoW is well on the way to bringing competitive MOBA 's to MASS appeal, just as they brought competitive card playing ...

Comment In: [Blog - 04/23/2015 - 06:17]

I have less patience than ...

I have less patience than I used to. And, there are more games to pick from. So, I tend to prefer games in two styles: 1 competitive human vs human ex. Hearthstone or LoL , or 2 games with lots of casual progression ex. Heroes Charge or Pocker Miner 2 ...

Comment In: [Blog - 04/21/2015 - 01:32]

Consider reading Great by Choice. ...

Consider reading Great by Choice. You may find the concept, Bullets Then Canonballs very appropriate to your current situation. That, plus a prototyping mindset is a powerful combo for minimizing sunk costs.