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Daniel Cook's Blog   Expert Blogs


Daniel Cook is a veteran game designer who runs the popular game design website He writes extensively on the techniques, theory and business of game design. He is the Chief Creative Officer at Spry Fox, was a professional illustrator in his youth and managed to collect both a degree in physics and an MBA. Some of his games include Triple Town, Steambirds, Tyrian and Leap Day.


Expert Blogs

Posted by Daniel Cook on Sat, 27 Dec 2014 09:11:00 EST in Design, Console/PC, Indie, Smartphone/Tablet
What design topics can we leave in the trash heap of history? What modern questions are more interesting to discuss going forward?

Posted by Daniel Cook on Mon, 15 Dec 2014 01:49:00 EST in Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet
A look at the best practices for loot drop systems.

Posted by Daniel Cook on Wed, 28 May 2014 01:52:00 EDT in Business/Marketing, Design, Indie
Why are short form, content focused games like Monument Valley or Gone Home thriving at this moment in time? A look at how the current socioeconomic environment impacts the form of games that succeed.

Posted by Daniel Cook on Sat, 04 Jan 2014 03:32:00 EST in Design, Console/PC, Indie, Social/Online, Smartphone/Tablet
How do we get players to play together in a manner that fits their schedules? Veteran designer Daniel Cook (Triple Town, Realm of the Mad God) goes in depth on the logistical challenges a designer faces when building multiplayer games.

Do you finish one game and then move onto the next? This is the dominant pattern of play for gamers. What happens when players stop consuming and starts investing in a single evergreen computer game for years on end?

Posted by Daniel Cook on Mon, 13 May 2013 03:41:00 EDT in Design
What are some pragmatic means of creating more inclusive games?

Daniel Cook's Comments

Comment In: [Blog - 12/27/2014 - 09:11]

It is all cool. I ...

It is all cool. I 'm in the club too ...casually reveals secret Casual membership ring previously hidden behind folded hands...

Comment In: [Blog - 12/15/2014 - 01:49]

Looks great Love the idea ...

Looks great Love the idea of tracking the number of times you use a drop table and then spilling over into a fallback table.

Comment In: [Blog - 12/03/2014 - 04:08]

This comment is spot on. ...

This comment is spot on. The MMORTS genre of asynchronous multiplayer strategy game has a lot of parallels to subterfuge. Many of the techniques, if not directly applicable, suggest possible paths. These games as F2P titles are some of the most popular and profitable in the world particularly in Asia...our ...

Comment In: [Blog - 11/14/2014 - 01:59]

Realm of the Mad God ...

Realm of the Mad God had a lighter version of this. There were persistent realms that lasted several hours to around a week depending on the skill of the playerbase...they fall pretty quickly these days r n r nThe trick there was that the world reset, but player storage and ...

Comment In: [Blog - 10/30/2014 - 03:49]

I think the only reason ...

I think the only reason I 'm involved with game design is society design. I 've little personal interest in escapism. Yes, this sort of design is complex. And there are tradeoffs that must be made in the most ethical and moral fashion available. But those things are what make ...

Comment In: [Blog - 10/31/2014 - 01:40]

Nice article It can be ...

Nice article It can be frustrating, especially with users giving you essentially random feedback that doesn 't match your metrics at all. It is totally okay to ignore some of your most vocal users. Especially if they aren 't your actual customers. r n r nYou aren 't alone. As ...