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Curtiss Murphy's Blog


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

Curtiss Murphy won “Best Tutorial” at I/ITSEC 2011 for “Why Games Work”. He presents with a unique blend of energy, science, and story-telling, that has earned him invitations to conferences across the country. He gives the yearly keynote at the National Science Foundation’s Edugaming workshop, has decades of development experience, and is widely recognized as a thought leader in serious games. As a twelve year veteran of the gaming industry, his career spans AAA, military, and Indy development. Curtiss has numerous publications on game development, including chapters in Game Programming Gems 6 & 7, and Game Engine Gems 2. He is an award winning speaker, author, and game designer. He is also the moderator of Unity’s Game Design forum (as Gigiwoo). Curtiss holds a B.S. in Computer Science from Virginia Tech, is the founder of Gigi Games, and is the Technical Director of Alion’s Modeling and Simulation Operation. 

He is also the host of the Game Design Zen Podcast

Mantra: Try; Improve; and Repeat - Level up to Zen. 

LinkedIn Contact:


Member Blogs

Posted by Curtiss Murphy on Wed, 28 Oct 2015 03:19:00 EDT in Design
Last weekend, I was in Korea. And somehow, during a random lunch conversation, League of Legends came up. 6000 miles from home, LOL was still relevant. With two Koreans in the final championship match, it's a perfect time to break it down.

Worth it? My wife threw the gauntlet - "6 episodes by Christmas!" So, I researched, got some equipment, and set to work. Last week's Ep4 was hugely popular, "Good Communication, Better Games". Ep5 covered a favorite story, by request. You be the judge!

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 - 10/12/2015 - 02:54]

Solid. I particularly like the ...

Solid. I particularly like the triple-tap design balance idea.

Comment In: [Blog - 10/09/2015 - 12:57]

Beautiful visuals. Get that sucker ...

Beautiful visuals. Get that sucker done

Comment In: [Blog - 10/05/2015 - 01:52]

Ramin, are you hinting at ...

Ramin, are you hinting at a solution It 's a fantastic analysis of threat. And it seems like it bothers you a bit, for instance, this is an attempt to skirt the law . You 've thoroughly nailed some of the current techniques, and usually, this is where you 'd ...

Comment In: [Blog - 10/02/2015 - 01:08]

Thanks for sharing Chris ' ...

Thanks for sharing Chris ' video too.

Comment In: [Blog - 09/25/2015 - 12:31]

Maybe it 's a sign ...

Maybe it 's a sign of games becoming more of an art form Across almost all forms of art, the product is either big-name, or small-fry. Whether talking about painting, music, or games, there is almost no middle ground for an average-run-of-the-mill artist type. Which, is unlike most other industries ...