Kris Graft's Blog
Editor-In-Chief, Gamasutra.com. Twitter: @krisgraft
Iíve been able to hang out with the Nintendo Switch for a few days to gather some pre-launch impressions.
Hey readers! Iím back with another quarterly roundup of Gamasutra articles over the past quarter (July-September), as I continue my heroic efforts to excavate the best recently-published work.
I hung out with some of the developers of the InnoGames jam, a 48-hour jam hidden from the crowds of Gamescom in Germany.
Gamasutra editor-in-chief Kris Graft has an existential crisis, ponders game marketing, and admires proc-gen technology, thanks to No Man's Sky.
Hey readers! Iím back with another quarterly roundup of Gamasutra articles over the past quarter (April-June), as I continue my heroic efforts to excavate the best recently-published work.
I just want to make sure you know why you felt barfy after playing virtual reality games at E3.
Kris Graft's Comments
[News - 05/05/2017 - 11:51]
[News - 03/22/2017 - 05:00]
No one is saying otherwise... ...
No one is saying otherwise... r n r nYour identity, which is shaped and directed not only by you but by the people and social structures around you, is inextricably tied to your work, especially as a creative. If you deny yourself that, you 're probably making some boring art.
[News - 03/21/2017 - 04:59]
Right -- like Abby says, ...
Right -- like Abby says, he 's not discounting the mathematical or feedback side of it. Of course, those are all part of the balancing act. I don 't think any good designer will say to rely solely on metrics, solely on player feedback or solely on intuition when making ...
[News - 03/20/2017 - 05:04]
[News - 03/02/2017 - 04:05]
[News - 02/17/2017 - 03:59]
3. Eliciting player emotions using ...
3. Eliciting player emotions using mechanics that aren 't focused on skill or mastery r n4. Creating a sense of presence and putting players in the same headspace as a character in a world where there aren 't explicit objectives and goals r n5. Taking dev and design skills from ...