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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 a Senior Project Engineer in Alion's AMSTO operation.

Mr Murphy researches game design, education, and psychology. He is an advocate for improving the state of game design 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.

Currently, he is on-loan to the Eastern Virginia Medical School, where he is working as a research fellow to change the fields of medicine and health with games.

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

LinkedIn Contact:


Member Blogs

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 - 04/11/2014 - 02:34]

Smart and gets things done. ...

Smart and gets things done. r n r nI have found the interview process is not a telling picture of the company. I 've had crappy interviews that turned into good jobs, and great interviews that ... well ... no need to name names. r n r nI 've read ...

Comment In: [Blog - 04/07/2014 - 02:20]

Could this be more awesome ...

Could this be more awesome A no-BS look at dev time across a very significant project. I was surprised by some of the numbers - like how 25 of your time ended up in marketing And that you stuck with a single project for 3800 hours, over 600 days - ...

Comment In: [News - 04/10/2014 - 02:26]

Extrapolate it. 10 months designing ...

Extrapolate it. 10 months designing levels, so round up to a year, with eight developers. Use a conservative 50K salary, and an unlikely 1.8 wrap rate, is about 750k. r n r nSo, did they profit Other reports indicate 1 of users leave reviews, so let 's conservatively estimate 1.5 ...

Comment In: [Blog - 04/09/2014 - 08:49]

Have you released data on ...

Have you released data on the Sanctum series My son and I loved playing that - right up there with Orcs Must Die - and I 'd love to hear more about your success.

Comment In: [News - 04/09/2014 - 10:36]

I see conversion rates of ...

I see conversion rates of 2.2 , 1.4 , and 0.5 , which is in line with the industry standard 1-3 . Once you are starting with 2 of anything, it 's obvious the rest of things are going to look very, very small. r n r nAd revenue is ...

Comment In: [Blog - 04/03/2014 - 01:52]

The legacy article was not ...

The legacy article was not available, however Google had it cached, and I could still read it A fantastic link