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Declan Kolakowski's Blog


New Media Artist / Game Developer / Composer based in London.

You can check out my work at


Member Blogs

Posted by Declan Kolakowski on Sat, 03 May 2014 06:31:00 EDT in Design, Console/PC, Serious, Indie, Smartphone/Tablet
An exploration of how we might craft rich ludic experiences by looking at them through the lens of a ludic language.

Posted by Declan Kolakowski on Sun, 16 Feb 2014 01:27:00 EST in Design, Production
As player data becomes more widely available than ever before and metrics driven design dominates more and more of the industry’s mind-share, have we thought deeply enough about what design using player data really means?

Posted by Declan Kolakowski on Thu, 06 Feb 2014 06:05:00 EST in Design, Programming, Production, Serious, Indie
A look at how game engines are stifling creativity and manipulating the games industry.

Posted by Declan Kolakowski on Mon, 02 Dec 2013 03:43:00 EST in Design, Art, Serious, Indie
In this post I take a look at how can we learn to tell stories and communicate themes through games' most overlooked feature: menus.

Posted by Declan Kolakowski on Thu, 31 Oct 2013 03:06:00 EDT in Audio, Design, Programming
In honour of Advanced Input week I look at controlling a game using sound alone.

Declan Kolakowski's Comments

Comment In: [News - 05/08/2015 - 01:53]

It seems like predicting Amiibo ...

It seems like predicting Amiibo 's success based on its game utility is a mistake. Nintendo appear to have managed to galvanise the market of people for amiibo as collectors. People just want to own them to own them at the moment regardless of their functionality. If they continue to ...

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

I think you could phrase ...

I think you could phrase all of these as do s r n r nDo... r n r n 1 Commit fully to agile design patterns if you are going to use them r n 2 Encourage people based on their successes r n 3 Look primarily for solutions to ...

Comment In: [Blog - 03/06/2015 - 07:16]

Great postmortem. I thought the ...

Great postmortem. I thought the game was an incredible success especially for a part time single person development project , although, from reading your article it does seem like the marketing aspect of it was the worst part of the project, possibly also, given the journalistic environment, certain games just ...

Comment In: [Blog - 11/04/2014 - 02:42]

Really interesting use of the ...

Really interesting use of the voronoi. It 's a shame about the outline being so poorly aligned with the voronoi. Have you considered reading in your voronoi points and your outline as an array of key pixel point lines and then quantising or snapping your outline data the nearest voronoi. ...

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

I really like the idea, ...

I really like the idea, it 's weird how these things seem kind of obvious once somebody puts them into words - i.e. combination is better than branching. How much time do you actually save on writing from implementing a system like this From the way it 's described it ...

Comment In: [Blog - 10/15/2014 - 02:02]

When you use the term ...

When you use the term horror sim where are you getting your baseline understanding of horror from. I mean you seem to imply that horror originates in somehow from film, which presumably bases its ideas on books. Is there a chain of mimicry here Or do you think games have ...