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March 24, 2017
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Thomas Grip's Blog   Expert Blogs

 

One of the two co-founders of Frictional Games where I mostly deal with programming, design and making sure everybody do what they are supposed to. I have been creating mostly horror related games for over 10 years now and am really interesting in how to evoke emotions in players. Frictional Game's most recent project was "Amnesia: The Dark Descent" and we acted as producers for "Amnesia: A Machine For Pigs". We are currently working on a new horror title for PC and PS4 named "SOMA".

 

Expert Blogs

Posted by Thomas Grip on Thu, 23 Mar 2017 06:14:00 EDT in Design
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time".


Posted by Thomas Grip on Thu, 24 Mar 2016 01:45:00 EDT in Business/Marketing, Console/PC, Indie
A summary of how the sci-fi horror game SOMA has performed the first 6 months since release.


Posted by Thomas Grip on Thu, 01 Oct 2015 01:22:00 EDT in Business/Marketing, Console/PC, Indie
SOMA, the new horror game for the creators of Amnesia, was released 10 days ago. This blog post discusses sales and reflects on the marketing and reception of the game.


Posted by Thomas Grip on Wed, 15 Oct 2014 02:02:00 EDT in Design, Console/PC
An analysis of the games that laid the foundation for Alien: Isolation, an overview on what the games does well and what it fails at and finally some discussion on how to evolve the genre.


Posted by Thomas Grip on Tue, 29 Apr 2014 01:47:00 EDT in Design, Console/PC, Indie
This post presents a new way to attack the problem of combining gameplay and narrative. Instead of attacking the issue straight on a number of steps and ways of thinking are presented as a new way to approach the problem.


Posted by Thomas Grip on Mon, 19 Aug 2013 12:59:00 EDT in Design
A list of five crucial constraints when making a game that aims to tell a story.



Thomas Grip's Comments

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

I am not a big ...

I am not a big souls fan, but I love a lot of their design choices. For instances being able to kill friendly NPCs and take routes that you really shouldn 't are really great ways of making the player cautious and builds a nice mindset. r n r nHowever, ...

Comment In: [Blog - 04/29/2014 - 01:47]

Yes, the mental model is ...

Yes, the mental model is not easy, especially if you go beyond primal emotions like fear . I think that one needs to keep it pretty simple though in order for it to work, and also be aware that it cannot work for every scene. r n r nA crucial ...

Comment In: [Blog - 08/19/2013 - 12:59]

This article sums up my ...

This article sums up my feelings on the subject: r n r nhttp://en.wikipedia.org/wiki/Parkinson 's law of triviality

Comment In: [Blog - 06/02/2013 - 04:09]

Great to see someone else ...

Great to see someone else writing about this. I gave a talk at this year 's GDC on the same topic that much of the game happen in the player 's mind , but from a different perspective. r n r nScript here if you are interested: r nhttp://frictionalgames.blogspot.se/2013/04/gdc-2013-talk.html

Comment In: [Blog - 06/03/2013 - 11:50]

Great to see somebody else ...

Great to see somebody else writing about this. I think this is a fascinating subject and you bring up some good points. As I have not really seen anything written about this yours is the first from another dev I can recall seeing , I wonder how much it is ...

Comment In: [Blog - 05/16/2013 - 09:35]

Some thoughts that I might ...

Some thoughts that I might just drop here: r n r n1 The most important thing to consider in these sort situations is what is the intention . Is it to convey story Is it in order to show the suffering of the people Is it just to have some ...