Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [8]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [40]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
spacer
Blogs

Martin Nerurkar's Blog   Expert Blogs

This blog is a place for me to mirror the important thoughts from my private blog called Game Architecture. Most of that will be my attempts at thinking and talking about games, their spaces and the design of both.

The thoughts also reposted here will of course only deal with video games. On my personal blog though I'll also talk about the design of other games, especially role-playing games. The kind that you play with paper, pencil and some dice.

And who am I? My name is Martin Nerurkar and I'm a passionate Game Designer. I've been involved in the creation of video games for over 15 years by now. I've started out doing a lot of Shooter Mods as hobby projects and then transferred over to the commercial side of things after I completed my architecture degree. The last projects I finished were:

Anno: Create a new World (aka Dawn of Discovery) for Wii and DS. Here I was responsible for the planning of the campaign and both the level design and scripting. The entirety of the Wii campaign worlds was developed by me as was about 90% of the campaign script for both versions.

G-Force for PSP and DS. Here I came into the team during the latter stages of development. My job was to help with the finalizing of the levels by improving on the gameplay, on the game flow and to fix various bugs.

 
   
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.