Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 26, 2015
arrowPress Releases
November 26, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


James Youngman's Blog


James Youngman is a game designer and writer with experience in a variety of genres. He is presently a game designer at Z2. He can be found on Twitter @LazyAhab. Views expressed here do not represent the views of his employers.


Member Blogs

Posted by James Youngman on Fri, 27 Feb 2015 03:08:00 EST in Design, Indie
While most games speak to our desires as individuals, Rogue-likes speak to our desires as members of groups, from groups as small as families, to groups as large as civilizations.

Posted by James Youngman on Thu, 02 Feb 2012 01:53:00 EST in Design
Nature has provided an abundance of forms to inspire our invented species. Limiting ourselves to remaking humanity is a wastes of potential.

Posted by James Youngman on Mon, 10 Oct 2011 02:32:00 EDT in Design
While acquiring expertise invariably changes ones perspective, this change enriches ones appreciation of games rather than diminishing it.

Posted by James Youngman on Tue, 14 Jun 2011 01:28:00 EDT in Design
There are a number of different styles of demos a team can chose to produce. It is important to chose one which best fits your needs and player expectations.

Posted by James Youngman on Thu, 12 May 2011 06:22:00 EDT in Design
Increasing the complexity of a game and its interface is not in of itself a boon, and should only be done when the increase in complexity allows for an improved player experience.

Posted by James Youngman on Thu, 14 Apr 2011 07:23:00 EDT in Design
A defense of the use of unreliable narrators in interactive fiction.

James Youngman's Comments

Comment In: [News - 04/09/2012 - 08:48]

@Ron: I worked at Harebrained ...

@Ron: I worked at Harebrained Schemes on Crimson Steam Pirates. The team there is very talented and very dedicated. I 'm not concerned in the least about their ability to make the game.

Comment In: [Blog - 02/02/2012 - 01:53]

@Tora - Thanks for the ...

@Tora - Thanks for the article Fascinating read. @Eric and Jesse - You seem to be responding very narrowly. Even if I grant that the goal is to make playable characters more appealing, that still would only be expected to effect playable races. It is my intention with this article ...

Comment In: [Blog - 01/14/2012 - 05:29]

The designer dances with the ...

The designer dances with the player.

Comment In: [News - 12/30/2011 - 05:34]

I can name 3: Zangief ...

I can name 3: Zangief and Eagle from the Street Fighter series and Venom from the Guilty Gear series. The larger point still stands though there's no real reason for there to not be more non-heterosexual characters in games. I'm not convinced that such games won't sell. They probably won't ...

Comment In: [Blog - 12/15/2011 - 04:53]

Simulations of larger, living systems ...

Simulations of larger, living systems such that the player isn't the only thing important happening in the world A good example of this came in Monster Hunter Tri. I was hunting a large carnivore, and trying to track its location when I saw a herd of obviously agitated herbivores rush ...

Comment In: [Blog - 12/01/2011 - 11:37]

Are you teaching game design ...

Are you teaching game design as part of a larger curriculum on the topic I've thought a lot about how I would design a curriculum to teach game design, in some part working backwards from my experience as a game designer, and it's a tricky problem. I agree that actually ...